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U.S.A.  S9.95     CANADA  S14.95 
I      OCTOBER/NOVEMBER  1989 
8,  NUMBER  6 


The  ATARI  Resource 


0    "74470"19722"'5 


B&C 


ComputerVisions 


3257  KIFER  ROAD 

SANTA  CLARA,  CA  95051 

(408)  749-1003 

(408)  749-9389  FAX 


A 


STORH  HOURS 
TUE-  FRI  10am  -  6pm 

SAT  -  10am  -  5pm 
CLOSED  SUN-  MON 


ALL  TITLES  ON  DISK 


ENTERTAINMENT 

12  ADAMS  ADVENTURES  ..  14.95 

ALIANTS  26  .  95 

ALT.  RKALITY  CITY 26.95 

ALT. REAL  DUNGEON  26.95 

ASSULT  FORCE  19 . 95 

AUTO  DU  EL  J  5  .  9  5 

BEYOND   CASTLE    WOLF....     14.95 

niSMARK     26.  95 

BOP    t.    WRESTLE    26.9  5 

flORllINO:  1G12     22.50 

ROtlLDERDASH    CONSTR.SET    17.95 

BRUCE  LEE  17.95 

CASTLE  WOLFENSTEIN. ...  14.95 
ClIAHF'.  LODE  RUNNER  ...  26.95 

COSMIC  TUNNELS  9.95 

DHUG  7.95 

DALLAS  QUEST  7. 95 

UELl'SE     INVADERS     7.95 

FICHT  NIGHT  17.95 

GAUNTLET    (64K)     31.50 

DEEPER  DUNGEONS 22  .  50 

GUNSLINGER     26.95 

MARD    HAT    MAC     7.95 

.lAVJnREAKER     9  .  95 

KARATEKA    1  3  .  50 

KNICKERBOCKERS     13  .  50 

KORONIS  RIFT  13.50 

LAST  V-8  U.  9  5 

i.A.  SWAT/PANTHER  ....    G.95 

LEADERBOARD  1  3  .  50 

LODE  RUNNER  13 .  50 

MICROLEAGUE  BASEBALL..  35.95 
NAPOLEON  AT  WATERLOO  -  22.50 
MONTEZUMA'S  REVENGE...  14.95 

MOUSEQUEST 17  .95 

MOON  SHUTTLE  7.95 

NIBBLER  12.95 

NINJA  8.95 

fX^RE  26.95 

OIL'S  WELL  9.95 

O'RILEY'S  MINE  9.95 

PIRATES  OF  BARB.  COAST  22.50 
PTTFALL/DEHON  ATTACK  .  13.50 

PREPPIE  1  *.  II  9.95 

RESCUE  ON  FRACTALAS...  13.50 
ROME  (.  THE  BARBARIANS  17.95 
SPITFIRE  40  31.50 


PROGRAMMING 

DIAMOND  <GEM  O/S)  ....  69.95 

DOS  2.5  7  .95 

DOS  XE 10.00 

DISK  I/O  26.  95 

KYAN  PASCAL  62.9  5 

LIGHISPEED  C  35.95 

SPARTA  DOS  X  71.95 


LINKWORU:  ITALIAN  ....  22.50 

MASTER  TYPE  14  .  95 

PRE-SAT  WORD  ATTACK  ..  14.95 

STATES  AND  CAPITALS  ..  9.95 

SPELLING  BEE  (AG  510)  14.95 

TOUCH  TYPING  9.95 

QUIZ  MASTER  CONSTR....  U.95 

OUIZ  HSTR.  USA  CONSTR.  0.95 


S'lAKh'LEET  I  44 .  95 

STAR  RAIDERS  II  17.95 

SPY    VS.     SPY    111     17.95 

STOCKMARKET  22  .  50 

STRIP  POKER  26.95 

SUMMER  GAMES  17.95 

TAX  DODGE  9.95 

TEMPLE  OF  APSHAI  9.95 

THE  HULK  5.  i5 

TOMAHAWK    (64K)     26.95 

TRAILULAZER     26  .  95 

ULTIMA    II     35.95 

ULTIMA    III     3  5.95 

ULTIMA     IV     5  3.95 

UNIVERSE     44  .95 

ZAXXON    (400/800) 1  5  .  50 

MICROPOSE    SPECIALS !i 

CONFLICT    IN    VIET    NAM    .  10.95 

CXRUSADE    IN    EUROPE     ...  10.95 

DECISION    IN    DESERT     ...  10.95 

F    15    STRIKE    EAGLE     ....  14.95 

KENNEDY    APPROACH     10.95 

NATO  COMMANDER  10.95 

SILENT  SERVICE  12.95 

SOLO  FLIGHT  12 .  95 

TOP  GUNNER  10.95 


PRODnCTIVITY 

ANIMATION  STATION  ....  79 

ATARIWRITER  29 

ATARTWRTTER  (CART  ONLY) 19 

ATARIWR1TER+ 44 

ATARIWRITER  00 

REQUIRES  XEPbO  ....  44. 

ATARI  BOOKKEEPER 24. 

ATARI  MUSIC  II   14. 

AWAHDWARE  (1050)   13. 

DANK  STREET  WRITER....  14. 

BLAZING  PADDLES  31. 

CELEBRITY  COOKBOOK  ...  26. 

COMPUTE  YOUR  ROOTS  ...  35. 

DATAMANAGER  B. 

ELECTRONIC  CHECKBOOK  .  G. 

FAMILY  FINANCE  .  , 6. 

GUITAR  WIZARD  26. 

HOME  ACCOUNTANT  19 . 

HOME  FILING  MANAGER.  .  6. 

HOMEPAK  24  . 

INVENTORY  MASTER  80. 

LETTER  WIZARD  29. 

MONEY  MANAGER  U  . 

MUSIC  CONSTRUCTION  SET  13. 

NEWSROOM  (1050  -  64K).  44. 

NEWS  STATION  2G  . 

NEWS  STA .  COMPANION.   .  26. 

PAGE  DESIGNER  26. 

PAINT  12  . 

PRINT  POWER  (1050)....  13. 

PRINTKIT  (1050)  13. 

PRINTSnOP  i4  . 

P.S.  COMPANION  (64K)  .  24. 
P.S.GRAPHICS  LIBRARY  1  17. 
P.S.GRAPHICS  LIBRARY  2  17. 
P.S.GRAPHICS  LIBRARY  3  17. 

PROOF  READER  17. 

PUBLISHING  PRO  35. 

RUBBER  STAMP  26. 

SYNTREND  14  , 

SUPER  MAILER  35. 

THE    LOTTO    PltOGRAM     ....  IV  , 

TIHEWISE     6, 

TURBOWORD/80  COLUMN 

REQUIRES  XEPBO 44, 

VIDEO  TITLESHOP  (64K).  26, 

GRAPHICS  COMPANION.  17 

VIRTUOSO  29 

VISICALC  24 


.9=; 


AMEEICAH  EDUCATIOH: 

At  BIOLOGY  GlOt   ....  17.95 

At  GERMAN  17  .95 

A<  CRAMMER  G4 ^  ....  17.95 
At  READING  COMP  Gl  8  17.95 
Ai  SCIENCE  G3  4  ....  17.95 
At  SCIENCE  G5C  ....  17.95 
At  SCIENCE  G7-8  ....  17.95 

At  SPANISH  17  .95 

At  U.S .  GOV.  G10+  . .  17 . 95 
A+  U.S,  HIST.  G5+  . .  17.95 
At  VOCABULARY  C4 * . . .  17.95 
A+  WORLD  GEOG.  G8+  .  17.95 
95  p^i  WORLD  HIST.  G8t  .  17.95 
''5  {G  --  GRADE  LEVEL) 
95 
^0   ATAEI : 

95     CONCENTRATION  9.95 

^0     DIVISION  DRILL  9.95 

95     GRAPHING  9.95 

95     INSTRUCTIONAL  COMPUT   9.95 

95     PLAYER  MAKER  9.95 

95     PREFIXES  9.95 

95     SCREEN  MAKER  9.95 

95     SECRET  FORMULA  INTERN  9.95 

95     SECRET  FORMULA  ADVANC  9.95 

95     SPELL  IN  CONTEXT  8..   9.95 

95 

95   CBS  (AGE  36): 

95     ASTROGROVER  U.95 

95     [JIG  BIRD  SPEC  DELIVE   8.95 

50     ERNIE'S  MAGIC  SHAPE.   8.95 

95 

95   DESIGBMAEE: 

95     MATUMAZE  (611)  ....  26.95 

95     MISSION  ALGEBRA  (13t)U.50 

95     SPELLICOPTER  (6  11).  15.95 


TIBK  TOHK  (AGE  4b): 

ADC'S  

COUNT  AND  ADD  

SMART  THINKER  

SPELLING  

SUBTRACTION  

THINKING  SK ILLS  .  .  .  . 
ALL  6  T INK  TONKS . . 

UHICOEH: 

10  [,ITTr,E  ROBOTS 

{PRE  SCHCXJL)   

FUN  BUNCH  (6- ADULT) 
RACECAR  RITHMKTIC 

(AGE    6  I  )      


8.95 
8.95 
0.95 
0.95 
8.95 
8.  95 
19.9  5 


2  6.95 
26.95 


26.95 


EDUCATION 

ATARI  LIGHT  MODULE 

(REQ.  STARTER  SET)   . 

BUZZWORD  

GRANDMA'S  HOUSE  {'10) 
HEY  DIDDLE  (AGE  3  - 10 )  . 
LINKWORD:  SPANISH  . . . . 

LINKWORD :  GERMAN  

LINKWORD :  FRENCH  


WEEKLY  EEADEE  {PRE  SCHOOL): 
STICKY  BEAU  SHAPES  .  26.95 
STICKY  BEAR  NUMBERS.  26.95 
STICKY  BEAR  ABC'S  ..  26.96 
STICKY  BEAR  OPPOSITE  26.95 
SB  BASKET  BOUNCE  ...  26.95 
STICKY  BEAR  BOP  ....   26.95 

RUN  EOR  IT  26  .  95 

PTC  BUILDER  26.  95 


22.50 
22.50 


<b: 


ALL  TITLES  ON  CARTRIDGE 


ENTERTAINMEN 

3D  TIC-TACTOE  

AIRBALL  (XL/XE)   

ALIEN  AMBUSH  

ACE  OF  ACES  . (XL/XE)  . 

ARCHON  

ASTEROIDS  

ASTRO  CHASE  

ATARI  TENNIS  

ATLANTIS  

BALL  BLAZER  

BARNYARD  BLASTER  .... 

BATTLEZONE  

B.C.  QUEST  FOR  TIRES 

BLUE  MAX  

BOULDERS  &  BOMBS  .... 

CAVERNS  OF  MARS  

CENTIPEDE  

CHICKEN  

CHOPLIFTER  

CLAIM  JUMPER  (400/800) 
CLOUDBURST  

COBRA  

CRIME  BUSTER  

CROSSBOW  

CROSSFIRE  

CRYSTAL  CASTLES (XL/XE) 

DARK  CHAMBERS  (XL/XE). 

DAVIDS  MIDNIGHT  MAGIC 

DEFENDER  

DELUXE  INVADERS  

DESERT  FALCON  

DIG  DUG  

DONKEY  KONG  

DONKEY  KONG  JR 

EASTERN  FRONT  (1941). 

E.T.  PHONE  HOME  

FIGHT  NIGHT  

FINAL  LEGACY  

FOOD  FIGHT  (XL/XE)... 

FOOTBALL  

FRCX^GER  

GALAX  I  AN  


r 

9.95 
24.95 

9.95 
24.95 
19.95 
15.95 
14.95 

9.95 
14.95 
19.95 
24.95* 
19.9  5 
19.95 
19.95 
14.95 
14.95 
14.95 


24.95* 
24.95" 

9.95 
19.95 
24.95 
19.95 
14.95 

7.95 
19.95 
19.95 

5.00 
19.95 
19.95 

9.95 
19.9  5 
19.95 
19.95 
14.95 
14.95 


9.95 


GAT 


GORF  (400/000)   . . 

GVRUSS  

HARDBALL  

INTO  EAGLES  NEbI'(XL/XE 
JOURNEY  TO  PLANETS  , 

JOUST  

JUNGLE  HUNT  

KABOOMl   , 

KARATEKA  

KRAZY  ANTICS  

LODE  RUNNER  

MARIO  BROS  (XL/XE) . 

MEGAMANIA  

MILLIPEDE  

MISSILE  COMMAND  . . . 

MOON  PATROL  

MR .  COOL  

MS .  PAC  HAN  

NECROMANCER  

ONE  ON  ONE  (XL/XE) . 

PAC  MAN  

PENGO  

PLATTERMANIA  

POLE  POSITION  

POPEYE  

Q  BERT  

QIX  

RESCUE   ON    FRACTALAS 
RETURN   OF   THE   JEDl 

ROBOTRON:20a4     

SKY    WRITER     

SLIME     (400/000) .... 


24.95 

5.00 

14.95 

19.95 

) 19.95 

9.95 
19.95 
L9.9  5 
14.95 
19.95 
14.9  5 
24.95 
19.  95 

9.95 
14.9  5 

5  .00 
19.95 

9.95 
19  .95 
19.95 
19.95 


5.00 
19.95 

9.95 
19.95 
14.95 
14.95 
14  .95 
19.95 
14.95 
19.95 
14.95 

9.  95 


SPRINGER     7  .  95 

SPACE    INVADERS     14.95 

STAR  RAIDERS  5  .  00 

STAR  RAIDERS  II  19.95 

SDBMARINEE  COMMANDER  14.95 

SUMMER  GAMES  (XL/XE).  24.95 

SUPER  BREAKOUT  9.95 

SUPER  COBRA  14.95 

THUNDERFOX  19.95 

TURMOIL  9.95 

WIZARD  OF  WOR 5.00 

PROGRAMMING 

ACTIONI  71.95 

ACTION!  TOOLKIT  DISK  .  26.95 

BASIC  XL  53.95 

BASIC    XL   T<X>LKIT-DISK.  26.95 

BASIC  XE  71.95 

LOGO  29.95 

MAC/65  71.95 

MAC/65  TOOLKIT-DISK...  26.95 

PILOT  19.95 

PRODUCTIVITY 

ATARIWRITER  19.95 

FUN  WITH  ART  14.95 

H  ICROF 1 LER  22.50 


EDUCATION 

ATARILAB    STARTER    SET     . 
MATH    ENCOUNTERS     


FISHES    PEICE     (PRE    SCHOf-^L)  : 

DANCE    FANTASY     0.9  5 

LINKING  IX5GIC  8.95 

LOGIC  LEVELS  8.95 

MEMORY  MANOR  0.95 

SFIBHAKEE  (AGE  J  10)  : 
ALF  IN  COLOR  CAVES  .    9.95 

ALPHABET  ZOO 9.95 

DELTA  DRAWING  9.95 

FACEMAKER  9.95 

KIDS  ON  KEYS  9.95 

KlNUERCr)MP  9  .  95 

STORY  MACHINE  (XL/XE)  9.95 
(AGE  7  â–   ADULT) : 

AI)V. CREATOR  (400/800)  .9.95 

FRACTION  FEVER  9.95 

( *  =  REQ.  LIGNT  GUN) 


*  ^t  *  *  *  *  :f:  4:  *  ^:  *  :ii  ^:  ^:  '^-  *  *  ;|:  * 

SPECIAL  PRICE 

ATARI 

XE  GAME  M  ACHING 

NOW  ONLY 

$99.95 

LlMiTHD  TIME  ONLY 
LIGHTGUN     i4  .  95 


JL 


800  (4!iK) 

COMPUTER 

$79.95 

1030  MODEM 
WITH  EXPRESS! 

$24.95 


SPACE  AGE 
JOYSTICK 

$5.00. 

ATARI 
TRACKBALL 

$9.95 


3-1/2"  DISKS 
AS  LOW  AS  75  CENTS 

iU    f'OR    $8.55 

100    FOR    580 

lOUO    FOR    57  50 

DOLIBLE  SIDED  WITH 

OLD  DEMO  SOFTWARE 


1020  COLOR 
PRINTER/PLOTTER 

$19.95 

(new   in  box) 
40  COLUMNS  WIDE 

INC.     PENS,     PAPER,     ETC. 


ATARI 
BOOKKEEPER 
$14.95-  NO  BOX 

ATARI 

NUMERIC 

KEYPAD   $7.95 


5-1/4"  DISKETTES 
AS  LOW  AS  20  CENTS 

10    FOR    54 .00 

100    FOR    SZ'J.'J5 

HlOO    FOR    $Z»0 

MO.ST  ARE  UNNOTrllED 

WITH  OLD  SOFTWARE 


.SHIPPING  INFORMATION  -  Prices  do  nol  incliHk-  shippiiif  and  hand  I  ins.  Add  J  5.00  for  small  ilems  (S8.00  Min.  for  Canada).  Add  $8.00  for  disk  drive.  Add  S2.7.S  for  CO  D. 
Calif,  res.  include  1^  sales  tax.  Mastercard  and  Visa  accepted  if  your  telephone  is  listed  in  your  local  phone  directory.  Orders  may  be  pre-paid  with  money  order,  cashier 
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Phone  oriders  accepteid  TUESDAY  THROUGH  FRIDAY  from  10;00  am  to  6:00  pm  PST. 
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PRICES  SUBJECT  TO  CHANCRE  WITHOUT  NOTICE  -   ALL  SALES  ARE  FINAL 


r 


^^  ^^     Th«>  ATAPI"R<><:oiirrc> 


FEATURES 


OCTOBER  1989,  VOL.  8,  NO.  6 


Budgetizer 
Page  18 


8    8-BIT  PRODUa  REVIEWS 

YEMACY  B/4,  PS  User's  UtUity  Disk,  The  Converter,  P.O.S.  Net,  XR-100, 
XE-GM2  and  RAM-Aid. 

13    MAPPING  THE  ATARI  serialization  by  Ion  Chodwick 
Part  3  of  the  classic  Atari  8-bit  reference  book. 

20    NEW  ATARI  HAND-HELD  COLOR  GAME  SYSTEM  by  Andrew  Reese 
Portable  arcade  quality  at  $149.95- 

22    QUICK  DIREaORY  by  Matthew  Ratdiff 

Easiest  access  to  your  disk  contents type-in  Software  41 1 

25    SUPER  BOnLENECK  BREAKER  by  Eric  Woodruff 

Improving  a  powerful  BASIC  speed-up  tool type-in  Software  40  \ 


DEPARTMENTS 


New  Atari  Hand-Held 

Color  Game  System 

Page  20 


18 


24 


27 


29 


FEATURE  APPLICATION 

BUDGETIZER  by  Lee  Brilliant,  M.D. 

Be  prepared  for  those  annual  savings  chompets. 


.  type-in  Software  38 1 


SUPER  DISK  BONUS 


CAPTURE  THE  FLAG  by  Brad  Timmons 
Two-player  madness  at  machine  language  speed. 

EXTRA  DISK  BONUS 

ADVENTURE  CONTEST  WINNERS  article  by  Carolyn  Cushman 

Fusebox,  Beachcomber  and  Discovery  Incident. 

GAME  OF  THE  MONTH 

BEAM  ME  UP!  by  Steven  Ginzburg 

Trapped  inside  the  radioactive  caverns  of  Mars type-in  Software  34 


SOFTWARE  LIBRARY   4  Easy-To-Type  8-Bit  Listings 


33    TYPO  II,  SPECIAL  ATARI  CHARACTERS 


Beam  Me  Up! 
Page  29 


4    I/O  BOARD 
7    NEWPRODUaS 
43    TECH  TIPS 


44    CLASSIFIED  ADS 
44    ADVERTISERS  INDEX 


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I/O  BOARD 


MORE  MAKEBOOT  DOS 

I  noticed  that  OS/A+ ,  a  discontinued  DOS 
once  available  from  OSS,  was  required  to 
use  the  program  MAKEBOOT.EXE  in  Cus- 
tomizing the  Atari  Operating  System  De- 
vice Handlers:  Part  II  from  Antic,  May, 
1989.  The  section  labeled  "OS/A+  Ver- 
sion" only  changes  MEMLO  and  prints  a 
message,  which  is  certainly  not  a  DOS- 
specific  thing. 

The  problem  is  that  the  program  does 
not  relocate  to  sit  on  the  old  MEMLO,  but 
starts  instead  at  $2100.  When  the  DOS  2 
DUP.SYS  is  loaded,  MEMLO  is  ignored,  and 
in  this  case  DUP.SYS  would  overwrite  the 
program.  OS/A-i-  is  completely  memory- 
resident,  loading  no  utility  package  from 
disk.  So  this  is  not  a  problem. 

Also,  the  program  does  not  contain  a 
RUNAD  or  INITAD  segment,  so,  if  loaded 
from  DOS  2,  it  would  not  run.  OS/A  wUl 
load  a  file  with  a  .COM  extender  and  be- 
gin execution  at  the  beginning  of  the  first 
segment.  Once  renamed,  this  program  wiU 
work  properly.  The  article  did  not  men- 
tion that  the  program  must  be  renamed 
"MAKEBOOT.COM."  These  are  the  only 
problems  I  found,  and  1  realized  that  there 
was  no  reason  the  program  should  not 
work  properly  with  DOS  XL  (another  dis- 
continued DOS  once  available  from  OSS) 
as  well  as  SpartaDOS  (currently  available 
from  ICD,  Inc.)  since  these  share  the  neces- 
sary traits. 

I  tested  the  program  with  SpartaDOS 
3.2  and  SpartaDOS  X  and  had  no  prob- 
lems. It  should  be  noted  that  with  Spar- 
taDOS X  the  handler  is  not  available  from 
the  command  processor,  but  is  available 
from  an  application.  Also,  users  should 
check  the  value  of  MEMLO  before  load- 
ing the  program  to  insure  that  it  is  below 
$2100.  Adding  RAMdisk  handlers  and/or 
R:  handlers  could  boost  MEMLO  above  this 
value. 

Assuming  these  are  the  only  conflicts 
with  Atari  DOS  2,  it  should  be  possible 
to  modify  the  program  to  work  with  DOS 
2.  It  may  already  work  with  DOS  XE  with 
an  appropriate  run  segment  added. 
Craig  Thorn 
Rockford,  IL 


Mr.  Thom^  works  for  ICD,  but  wants  it  un- 
derstood that  he  is  writing  here  on  a 
strictly  personal  basis,  not  as  a  represen- 
tative of  ICD.  Still,  he  certainly  knows  his 
assemblers  and  £>05.— ANTIC  ED 

CRIBBAGE  HELPi 

We've  been  hearing  from  readers  about  our 
game  Cribbage  Atari,  which  ran  in  the 
May,  1989  issue.  As  it  turns  out,  the  game 
does  not  run  properly  on  an  800,  nor  ap- 
parently on  a  1200XL.  Unfortunately,  the 
Technical  Editor  who  worked  on  the  pro- 
gram didn't  know  how  to  play  cribbage, 
so  he  never  played  long  enough  on  his  800 
to  realize  there  was  a  problem.  The  testers 
in  our  office  used  a  130XE  and  an  800XL 
and  had  no  problems  whatsoever  If  any- 
one has  been  able  to  fix  the  problem, 
please  let  us  know  how  you  did  it!— 
ANTIC  ED 

ERROR  CODE  CONFUSION 

Whenever  an  error  code  comes  up  I  have 
to  stop,  look  up  the  code  number,  and  try 
to  figure  out  what  it  means.  Maybe  you 
could  run  some  articles  on  error  codes, 
what  they  mean  and  how  to  handle  them. 
Rodney  Gore 
Layton,  Utah 

For  BASIC  programming  Electric  Charlie 
by  Patrick  Bass  (Antic,  February  1987) 
gives  detailed  error  messages  in  pop-up 
windows,  so  at  least  you  don't  have  to 
keep  looking  up  the  numbers  every  time. 
For  a  guide  to  error  trapping  in  your  own 
programs,  see  Heidi  Brumbaugh's  Error 
Trapping  in  Atari  BASIC  in  the  February 
1989  Antia 

Figuring  out  what  a  particular  error 
means  for  the  program,  you're  working 
on  is  NEVER  easy.  One  error  number  can 
apply  to  several  different  situations,  so 
there's  no  way  to  get  a  definative  analy- 
sis of  an  error.  Also,  error  messages  are 
often  actually  triggered  by  other  problems 
occurring  elsewhere  in  the  program.— 
ANTIC  ED 


BAD  KITTY 


WTiUe  playing  Escape  From  Dispozon 
(March  and  April,  1989)  I  found  an  error. 
When  I  got  to  the  island  with  the  box  and 
kitten,  I  couldn't  get  the  kitten.  Instead, 
I  got  the  death  routine  you  get  when  the 
crabs  get  you.  How  do  I  fix  this? 
Ethan  FroUch 
West  Palm  Beach, 
Florida 

There  is  a  problem,  but  you  don't  have 
to  fix  it  to  play  the  game  successfully. 
Touching  the  kitten  is  supposed  to  be 
fatal— you  're just  getting  the  tvrong  death 
routine.  Try  luring  the  kitten  with 
sardines,  instead.— /KH1\C  ED 


FARMERS  UNITE 


I  agree  totally  with  Lee  Jones'  letter  in  the 
July  Antic,  calling  for  an  Atari  Farmers  and 
Gardeners  Users  Group.  As  a  farmer,  I  am 
apalled  by  the  lack  of  agricultural  software 
for  Atari  8-bit  computers.  That's  one  rea- 
son I  wrote  my  Customer  List  Manager, 
a  simple  database  designed  to  keep  yearly 
histories  of  orders.  By  changing  the  fields, 
this  database  can  be  used  to  track  the  per- 
formance of  crops,  weed  and  insect  prob- 
lems, and  pesticide  applications. 

Thomas  Andrews 
Manlius,  NY 


Antic  welcomes  your  feedback,  but 
we  regret  that  the  large  volume  of  mail 
makes  it  impossible  for  the  Editors  to 
reply  to  everyone.  Although  we  do 
respond  to  as  much  reader  correspon- 
dence as  time  permits,  our  highest  pri- 
ority must  be  to  publish  I/O  answers 
to  questions  that  are  meaningful  to  a 
substantial  number  of  readers. 

Send  letters  to:  Antic  I/O  Board, 
544  Second  Street,  San  Francisco, 
CA  94107. 


ANTIC,  THE  ATARI  RESOURCE 


NEW  PRODUCTS 


HAPPY'S  U.S.  HISTORY  ^h 

(educational  software) 
Bensley  Consulting 
P.O.  Box  301 
Westfield,  IL  62474 
$19.95,  48K  disk 

Test  your  knowledge  of  State  capitals, 
State  nicknames  and  the  order  of  the 
Presidents  of  the  United  States  with 
Happy's  Programs:  U.S.  Presidents. 
Within  each  category  the  midtiple- 
choice  questions  are  presented  in  ran- 
dom order.  The  question  number  and 
percent  correct  are  displayed  on 
screen.  For  that  patriotic  touch,  correct 
answers  are  rewarded  with  a  brief  ani- 
mation of  a  waving  flag. 


SUPERFROGS, 
FUNSPELLER 
TANK  MATH 
TRACK  STACK  2.0 

(games,  education,  utilities) 
Ultrabasic,  Inc. 
10  East  10th  Street 
Bloomsburg,  PA  17815 
(717)  784-4545 
$10  each,  48K  disk 
Ultrabasic  announces  four  new  soft- 
ware packages  for  Atari  8-bit  com- 
puters. SUPERFROGS  is  a  seven-game 
arcade  with  over  10,000  variations. 
TRACK  STACK  2.0  is  a  utility 
designed  to  make  it  easier  do  work 
with  machine  language  programs.  You 
can  transfer  up  to  15  unprotected  M/L 
programs  to  a  TRACK  STACK  disk,  af- 
ter which  you'll  be  able  to  load  pro- 
grams with  a  touch  of  a  key.  (Not 
copy-protected.) 

For  educational  fun,  SUPERFROGS 
FUNSPELLER  contains  six  spelling 
games  for  one  or  two  players.  Create 
and  use  up  to  40  word  sets  of  your 
own  (with  20  words  each)  or  use  the 
15  word  sets  included — each  with  50 
words.  With  TANK  MATH  (32K  disk) 
you  can  Add,  Subtract,  Multiply,  Di- 
vide, do  Times  and  Division  Tables,  or 
practice  Roman  Numerals  with  the  aid 
of  a  TUTOR.  If  your  answer  is  incor- 
rea,  the  TUTOR  works  out  the  prob- 
lem for  you,  step  by  step. 


MAILING  LIST  PLUS 

(applications  software) 
Twenty-Fifth  Century 
P.O.  Box  8042 
Long  Island,  NY  11802 
(516)  932-5330 

$14.95,  32K  disk,  printer  required 
Why  bother  with  complicated  data- 
bases if  all  you  need  is  a  simple  mail- 
ing list  program?  Mailing  List  Plus 
makes  it  easy  to  maintain  your  per- 
sonal, club  or  small  business  mailing 
lists.  Names  and  addresses  are  typed 
on  the  screen  as  you  want  them  to  ap- 
pear on  the  label. 

You  can  categorize  each  name  and 
address  with  any  labels  you  choose, 
such  as  FRIENDS,  RELATIVES  and 
CUSTOMERS.  Mailing  List  Plus  also  lets 
you  search  your  list  by  first  or  last 
name,  city  or  zip  code.  You  can  print 
to  standard  labels,  one  or  two  columns 
across,  or  enter  new  spacing  for  cus- 
tom labels  of  almost  any  size. 


MANUS  ^H^^H^^ 

(music /applications  software) 
John  Kelleher 
4400  New  Jersey  Street 
San  Diego,  CA  92116 
$1995,  48K  disk,  printer 
MANUS  is  a  music  manuscript  editor 
that  makes  it  possible  to  hold  in  mem- 
ory, view  and  edit  two  80-column  by 
96-line  pages  of  music  manuscript. 
The  sophisticated  cut-and-paste  feature 
makes  it  possible  to  move  up  to  80 
columns  by  48  lines  at  once — ^with  an 
Undo  option.  With  its  ability  to  pro- 
duce high-quality  music  manuscripts, 
MANUS  is  ideal  for  musicians,  music 
students  and  lovers  on  a  budget.     A 


New  Products  notices  are  compiled  by 
the  Antic  staff  from  information 
provided  by  the  products'  manufac- 
turers. Antic  welcomes  such  submis- 
sions, but  assumes  no  responsibility 
for  the  accuracy  of  these  notices  or  the 
performance  of  the  products  listed. 


J^tlc 


James  Capparell 
Publisher 

John  Tnggart 
Associate  Piibiisber 


EDITORIAL 

Nat  Friedland 

Editor 

Carolyn  Cushman 

Associate  Editor 

Marta  Deike 

Editorial  Coordinator 


ART 

Kathleen  McKeown 

Creative  Services  Director 

Jim  Warner 

Art  Director 

Kristi  Johnson  SImkins 

Associate  Art  Director 

Georgia  Solkov 

Photo  Editor  and  Cover  Photography 

Julianne  Ososke 

Production  Marmger 

Kate  Murphy 

Advertising  Production  Coordinator 

Cover  Model 

Bugs  courtesy  of  John  Scott 

CIRCULATION 

(415)957-0886 

Manny  Sowil 

Director 

Ann  Dunlap 

Retail  Saks 

ADVERTISING 

(415)957-0886 

Diane  Van  Arsdall 

Marketing  Manager 

Denny  Riley 

Eastern  Sales  Representatives 

Austin  Holion 
Western  Sales  Representative 

ANTIC  PUBLISHING,  INC. 

James  Capparell 

President  and  Chairman  of  the  Board 

Donald  F.  Richard 

Ridiaixl  D.  Copparelia 

Directors 

Lee  Isgur 

Advisor  to  the  Board 

John  Taggart 

Vice  President 

John  Cady 

Controller 


GENERAL  OFFICES 

(415)957-0886 

544  Second  Street,  San  Francisco,  CA  94107 


Credit  Card  Subscription  and  Catalog  Orders 
(800)  234-7001,  Visa  or  MasterCard  Only 

SUBSCRIPTION  CUSTOMER  SERVICE 

(415)  372-6002 
AnHc,  P.O.  Box  1569,  Martinez,  CA  94553 


ANTIC,  THE  ATARI  RESOURCE 


How  to  build  a  high-paying  career, 

even  a  business  of  your  own, 

in  computer  programming. 


z-         = 

mm               -fS 

/ 

CARL  BARONE, 
NRI  PROGRAMMER/ANALYST 

Start  with  training  tliat  gives  you 
hands-on  programming  experience 
-at  home  and  at  your  own  pace. 
Tt-aining  that  begins  with  BASIC, 
then  continues  with  Pascal,  C,  and 
COBOL— today's  hottest  computer 
languages.  Training  that  even 
includes  a  powerful  IBM-compatible 
computer,  modem,  and  program- 
ming software  you  keep. 

Start  with  real-world  training. 
The  kind  of  training  only  NRI 
provides. 

Now  with  NRI's  new  at-home  training 
in  Computer  Programming,  you  can  be 
one  of  today's  highly  paid,  creative 
team  of  computer  wizards  who  give 
computers  the  power  to  carry  out  an 
astonishing  range  of  business,  profes- 
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with  NRI,  you  can  be  a  computer 
programmer,  ready  to  build  a  high- 
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The  only  programming  course 

that  includes  a  powerful 

computer  system  and 

software  you  keep. 

Unlike  any  other  school,  NRI  gives 
you  hands-on  programming  ex- 
perience with  a  powerful  IBM- 
compatible  Packard  Bell  com-       -- 
puter  system,  including  2400 


baud  internal  modem,  512K  RAM, 
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No  matter  what  your  background, 

NRI  gives  you  everything  you 
need  to  succeed  in  programming, 
today's  top-growth 
computer  career  field. 
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lessons  start  by  walking  you  step  by 
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you  an  expert  understanding  of  the 
programming  design  techniques  used 
every  day  by  successful  micro  and 
mainframe  programmers.  And  then 
the  fun  really  begins. 


S^'iF."- 


C,  and  COBOL.  Then,  rounding  out 
your  training,  you  use  your  modem  to 
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Your  career  in  computer 

programming  begins  with 

your  FREE  catalog  from  NRI. 

For  all  the  details  about  NRI's  at-home 
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send  the  coupon  today.  Soon  you'll 
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Open  it  up  and  you'll  find  vivid 
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You  master  today's  hottest  computer  languages,  gaining  the  skills  you  need  to 
build  programs  for  a  wide  variety  of  real-world  applications. 


With  your  personal  NRI  instructor 
on  call  and  ready  to  help,  you  use  your 
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design,  code,  run, 
debug,  and 
document 
programs  in 
BASIC,  Pascal, 


Send  for  your  NRI  catalog  today. 
If s  yours,  free. 

If  the  coupon  is  missing,  write  to  us  at 
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NW,  Washington,  DC  20008. 

IBM  is  a  Registered  Trademarl<  of  the  IBM  Corporation 


WW  School  of  Computer  Programming 

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and  COBOL— all  yours  to  keep! 


NAME 

(please  print) 

AGE 

ADDRESS 

CITY/STATE/ZIP 

Accredited  Member  National  Home  Study  Council 

5439-109 

PRODUCT  REVIEWS 


YEMACY  B/4 

Electronical  Software 

P.O.  Box  1106 

Taylor,  MI  48180. 

$29.95 

Review  By  Stephen  Fishbein 

Mention  of  YEMACY  B/4  in  the 
February  1989  Antic  review  of  the 
Star  NX-1000  Rainbow  printer 
prompted  me  to  order  a  copy  of  this 
color  printing  utility  from  Electroni- 
cal Software.  With  the  latest  improve- 
ments in  this  handy  program,  as  well 
as  availability  of  color  printers  at 
much  lower  prices  than  ever  before, 
YEMACY  B/4  has  become  an  essen- 
tial program  for  color  printing. 

The  original  YEMACY  program  was 
released  in  1986.  It  permitted  four- 
color  printing  on  ordinary  printers  by 
changing  ribbons  and  re-positioning 
the  paper  The  method  provided  ex- 
cellent printouts  as  long  as  the  user 
was  careful  in  lining  up  the  paper  for 
each  additional  printer  pass. 

YEMACY  B/4  was  later  released  for 
use  with  the  Epson  JX-80  and  com- 
patible color  printers  such  as  the  Rain- 
bow 1000.  That  version  provided  an 
excellent  printout  as  well  as  several 
utilities. 

However,  limited  color  printer  sales 
resulted  in  little  interest  in  YEMACY 
B/4  and  Electronical  Software  had  ac- 
tually closed  down.  Then  the  Antic 
review  of  the  NX-1000  Rainbow 
created  a  new  interest  in  color  printer 
dumps  and  encouraged  programmer 
Michael  Clayton  to  add  major  im- 
provements which  were  recently 
completed. 

Clayton  concluded  that  existing 
four-color  ribbons  failed  to  print  true 
colors.  Whether  it  was  lack  of  ink  on 
the  ribbons  or  the  limited  drying  time 
allowed  before  additional  colors  were 
added,  Clayton's  solution  was  to  al- 


low up  to  nine  additional  print  passes 
per  color.  In  most  cases  two  or  three 
passes  will  provide  very  satisfactory 
coloring.  The  resulting  printouts  fea- 
ture deep,  rich  colors,  instead  of  the 
pale,  washed-out  look  of  single-pass 
prints. 

The  most  recent  revision  of  YE- 
MACY B/4  also  includes  a  "poster" 
program.  Color  pictures  may  now  be 
enlai^ed  two  or  three  times  and 
printed  out  on  as  many  as  nine  sheets. 

Several  utilities  have  also  been  ad- 
ded since  the  original  YEMACY  pro- 
gram was  released  three  years  ago.  A 
text  editor  makes  it  possible  to  add 
text  to  graphics,  using  any  of  the  nine- 
sector  Atari  fonts.  You  can  design  and 
print  borders  around  your  YEMACY 
prints,  color  data  may  be  changed  and 
the  print  palette  may  be  customized. 
Most  important,  a  utility  is  included 
to  convert  graphics  to  the  widely  used 
Micro-Painter  format.  The  program 
and  files  now  come  on  three  disks,  in- 
cluding the  original  YEMACY  pro- 
gram. 


RAMdrive  + 
RAM-Aid 


XE-GM2, 


(For  Atari  XEGS) 
Innovative  Concepts 
31172  Shawn  Drive 
Warren,  MI  48093 
(313)  293-0730 
Review  by  Matthew  Ratcliff 
RAMdrive  +   XE-GM2  ($34.95)  is 
the  sequel  to  the  XE-GMl,  reviewed 
in  the  August  1988  Antic.  The  XE- 
GM2  boosts  the  Atari  XE  Game  Sys- 
tem's 64k  memory  to  a  full  192K, 
enough  bytes  to  copy  a  single-sided 
double  density  disk  (SS/DD)  in  a  sin- 
gle pass.  This  extra  memory  is  ideal 
for  user  group  library  managers  who 
need  to  make  a  lot  of  disk  copies  at 
a  meeting  in  a  short  period  of  time. 


This  extra  RAM  is  automatically 
recognized  by  PaperClip  II  and  the 
newer  versions  of  SynCalc  and 
SynFile-i-. 

This  memory  upgrade  kit  comes 
with  two  41464  dynamic  RAM  chips 
(64k  by  4  bits  wide),  a  custom  in- 
tegrated circuit,  switch,  resistor,  and 
hook-up  wire.  The  documentation  as- 
sumes that  you  have  already  installed 
the  XE-GMl.  If  not,  you  should  order 
both  kits  at  the  same  time  to  upgrade 
the  XEGS  to  a  full  192K  in  one  hard- 
ware hacking  session. 

Installing  the  XE-GM2  upgrade  is  a 
straightforward  process  requiring  17 
steps.  The  new  RAM  chips  must  be 
soldered  piggy-back  on  the  XE-GMl 
chips,  which  are  on  top  of  the  origi- 
nal pair.  This  stack  fits  snugly  in  the 
case  when  the  XEGS  is  reassembled. 
A  256K  upgrade  probably  would  not 
fit. 

If  you  have  the  XE-GMl  upgrade  al- 
ready in  place,  adding  the  XE-GM2  is 
very  simple.  Only  one  wire  must  be 
removed  from  the  first  upgrade  to 
make  room.  I  had  no  problems  with 
the  installation,  following  the  step-by- 
step  instructions  to  the  letter  With  the 
proper  tools  as  described  in  the  in- 
structions, this  upgrade  should  take 
about  an  hour  to  complete. 

The  "select  line"  that  enables  this 
additional  64K  of  RAM  is  used  in  the 
XEGS  to  control  Missile  Command. 
An  optional  switch  may  be  wired  into 
the  project  to  allow  use  of  the  game. 
In  this  mode  your  XEGS  has  only 
128K  of  RAM  available.  But  if  you  are 
playing  Missile  Conamand  the  extra 
RAM  is  idle  anyway.  I  installed  the 
switch  with  no  complications. 

The  upgrade  is  accompanied  by  a 
very  nice  RAMdisk  and  memory  test 
utility  disk.  A  brief  overview  of  the 
files  accompanies  the  instructions. 
RAMdisk  handlers  for  a  disk  designa- 
tion of  D2:  through  D7:  are  included. 


8 


ANTIC,  THE  ATARI  RESOURCE 


PRODUCT  REVIEWS 


as  well  as  Atari's  D8:  handler  for  DOS 
2.5. 

Documentation  files,  suitably  for- 
matted for  copying  to  the  printer,  are 
included  to  help  you  get  the  most  out 
of  your  192K  of  RAM  with  Spar- 
taDOS,  MYDOS,  and  AtariWriter  Plus. 
A  sector  copy  utility  called 
MyCopyR!,  version  2.1,  rounds  out 
the  utility  package.  This  program  can 
duplicate  single,  enhanced,  or  double- 
density  disks  in  a  single  pass  on  a 
192K  equipped  XEGS. 

RAM-AID 

One  minor  problem  occurs  when 
all  that  RAM  is  added  to  an  XEGS. 
When  you  turn  the  computer  off  and 
then  on  again  quickly,  the  XEGS  may 
fail  to  reboot.  The  extra  RAM  tends 
to  retain  its  memory,  preventing  the 
XEGS  from  cold  starting  as  expected. 

To  get  around  this  problem,  Spar- 
taDOS  users  may  simply  issue  the 
COLD  command.  Unfortunately,  this 
doesn't  work  if  the  computer  locks  up 
or  if  you  are  using  certain  applications 
software.  When  you  must  wait  10  to 
20  seconds  between  turning  the  com- 
puter off  and  on  again  to  get  a  relia- 
ble reboot  on  the  XEGS,  these  RAM 
upgrades  can  get  a  bit  frustrating. 

Innovative  Concepts  has  come  to 
the  rescue  with  their  RAM-Aid 
($19.95).  This  device  has  been  avaU- 
able  for  the  800XL  and  130XE  com- 
puters for  a  while.  The  instructions 
have  been  expanded  to  cover  instal- 
lation in  the  XEGS.  The  drawings  for 
the  XE-GM2  upgrade  also  demon- 
strate Ram-Aid  connections. 

This  project  will  add  only  a  few 
minutes  to  your  RAM  upgrade  time. 
There  are  a  few  wires,  a  very  small  cir- 
cuit, and  a  red  pushbutton  to  hook  up. 
A  1/4  inch  hole  must  be  drilled  in  the 
side  of  the  XEGS,  above  the  joystick 
ports,  for  the  RAM-Aid  reset  button. 
I  had  no  problems  getting  it  installed, 


following  the  concise  12-step  in- 
structions. 

Operation  is  quite  simple.  While 
pressing  the  RAM-Aid  button,  you 
press  and  release  the  [RESET]  console 
key.  Then  release  the  RAM-Aid  button 
to  get  a  picture-perfect  cold  start,  ev- 
ery time. 

I  did  find  that,  when  in  the  "128K 
mode",  RAM-Aid  had  a  minor  prob- 
lem. Mark  Elliott  of  Innovative  Con- 
cepts explained  that  there  was  a  con- 
flict with  the  operating  system 
software  that  handles  the  [RESET] 
key.  Missile  Command,  and  the  self 
test  software.  I  did  find  that  power  cy- 
cling right  after  the  unsuccessful 
restart  with  Ram-Aid  would  generally 
result  in  a  proper  cold  start.  Normally 
the  XE-GM2  switch  will  be  in  the 
192K  mode,  where  the  Ram-Aid  func- 
tions properly. 

Ram-Aid  and  the  SpartaDOS  X  car- 
tridge do  not  cooperate  well.  When 
the  Ram-Aid  reset  is  initiated,  it  seems 
that  the  SpartaDOS  X  cartridge  be- 
comes completely  disabled,  and  the 
disk-based  DOS  will  boot. 

SpartaDOS  X  is  a  very  sophisticated 
"smart"  bank-switching  cartridge,  but 
seems  to  become  disabled  by  certain 
software  when  [RESET]  is  pressed.  I 
have  had  this  problem  with  quite  a 
few  programs  that  do  not  exit  grace- 
fully to  DOS.  This  seems  to  be  as- 
sociated with  SpartaDOS  X  and  not 
Ram-Aid.  If  you  are  a  SpartaDOS  X 
user,  you  may  find  using  the  [RESET] 
key  and  the  SpartaDOS  X  "COLD" 
command  to  be  more  reliable. 

The  XE-GMl,  XE-GM2,  and  RAM- 
Aid  upgrades  have  given  my  XE  Game 
System  more  power  than  an  Atari 
130XE.  The  instructions  are  well- 
written,  and  the  memory  test  and 
RAMdisk  utilities  put  that  new  mem- 
ory to  work  right  away.  But  remem- 
ber, you  are  on  your  own  when 
"hacking  hardware".  Open  the  XEGS 


and  start  soldering,  and  your  six- 
month  Atari  warranty  is  null  and  void. 
But  if  you  are  up  to  the  challenge.  In- 
novative Concepts  has  the  products 
to  pump  up  the  power  of  your  Atari 
XEGS. 


P.O.S.  NET  SYSTEM 

Xenia  Research 

P.O.  Box  4675 

Federal  Way  WA  98003        i 

CompuServe  ID:  71310,605 

iS189,  128K  disk 

Review  by  Matthew  RatcUff 

P.O.S.  Net  stands  for  Point  of  Sale  Net- 
work, a  computer-based  sales  system 
designed  to  help  run  a  small  business 
by  combining  elements  of  a  cash  reg- 
ister with  inventory  and  accounting. 
The  complete  P.O.S.  Net  package 
($189)  includes  two  software  prod- 
ucts and  a  bar  code  reader  for  data  en- 
try. However,  the  elements  of  the 
package  are  available  in  various  com- 
binations from  manufacturer  Scot 
McGowan's  Xenia  Research. 

In  its  simplest  $69  form,  P.O.S.  can 
be  used  as  a  cash  register  One  of  the 
pins  on  an  Atari  joystick  port  can  be 
used  with  the  software  to  control  a 
cash  drawer  that's  also  available  from 
Xenia  Research. 

We  were  not  able  to  fully  set  up  a 
business  to  test  run  the  software  in 
depth,  but  the  demonstration  pro- 
gram that  came  with  our  review  copy 
was  quite  impressive.  The  docimien- 
tation  is  a  little  difficult  to  follow, 
presented  in  a  set  of  five  small  book- 
lets. A  single  volume  with  table  of 
contents  and  index  would  have  been 
preferable. 

The  software  includes  a  pre- 
configured  database  with  fields  for  a 
four-digit  item  number,  product 
description,  quantity,  and  cost  per 


OCTOBER  1989 


9 


PRODUCT  REVIEWS 


item.  Sales  tax  may  be  specified  by  the 
user,  after  which  it  is  calculated  auto- 
matically for  all  sales.  Some  items  may 
be  designated  as  tax-free,  such  as 
newspapers  or  medicine.  Tax  laws 
vary  from  state  to  state,  and  the  abil- 
ity to  control  this  automatically  from 
P.O.S.  Net  is  a  very  useful  feature. 

If  you  do  not  recall  an  item's  prod- 
uct number,  P.O.S.  Net  will  search  its 
database  for  the  name  you  specify.  Af- 
ter the  sale,  quantity  is  automatically 
updated. 

With  the  bar  code  handler/reader 
you  can  print  your  own  descriptive 
labels  for  your  products  along  with 
a  bar  code  and  product  number.  Then 
you  just  run  the  bar  code  reader 
across  the  label  to  enter  the  sale  in  an 
instant.  I  found  that  the  bar  code 
reader  worked  quite  well,  even  on  bar 
codes  made  with  a  faded  printer 
ribbon. 

An  Atari  CX-85  keypad  comes  with 
the  package.  It  serves  to  enhance  the 
speed  of  data  entry,  and  also  as  copy 
protection  for  the  software.  You  can 
back  up  the  program  disks,  but  P.O.S. 
Net  will  not  run  unless  the  keypad  is 
plugged  into  the  machine. 

The  customer's  name,  address,  and 
phone  may  also  be  entered  as  part  of 
the  sale.  The  customer  information  is 
not  part  of  the  database,  however. 

A  report  generator  is  available  from 
the  management  menu.  Here  all  out- 
of-stock  or  low-stock  items  may  be 
listed  or  printed,  resulting  in  a  com- 
plete order  summary.  The  report 
generator  may  also  be  used  to  print 
a  catalog  of  your  product  line,  by  item 
number  or  alphabetized  item  names. 

The  reports  may  be  used  to  track 
the  sales  rate  of  a  particular  item  or 
even  the  sales  performance  of  an  em- 
ployee, since  an  employee  number 
may  be  associated  with  each  sale  if 
desired.  These  reports  are  protected 
by  a  security  code  access,  so  the  boss 


can  protect  sensitive  data. 

P.O.S.  Net  supports  up  to  seven  ad- 
ditional terminals  which  are  con- 
nected to  the  host  computer  through 
the  Micronet  adapter  from  Supra  (not 
included  with  RO.S.  Net).  This  box  al- 
lows multiple  Atari  computers  to 
share  the  same  set  of  peripherals  au- 
tomatically (no  manual  switching  re- 
quired). 

XR-100  SOFTWARE 

The  XR-100  software  enables  you 
to  develop  your  own  applications 
with  the  bar  code  reader.  Extensive 
BASIC  program  examples  are 
provided  in  the  manual. 

The  XR-100  software  loads  a  spe- 
cial handler  into  the  K:  device  driver 
of  your  computer.  It  constantly  mo- 
nitors the  bar  code  reader  in  joystick 
port  1.  When  the  reader  is  passed  over 
a  "modified  code  39  "  bar  code,  the 
software  deciphers  the  black  stripes 
into  their  proper  values. 

This  data  is  then  presented  to  the 
computer  as  if  it  were  typed  from  the 
keyboard.  This  allows  you  to  use  the 
bar  code  for  data  entry  at  any  place 
a  program  expects  keyboard  input 
from  the  K:  device.  The  codes  can  be 
from  one  to  four  digits  (or  characters) 
long. 

However,  this  device  cannot  read 
UPC  (universal  price  code)  symbols 
like  those  you  find  on  all  your  grocer- 
ies. The  UPC  code  format  is  far  more 
complicated  to  read  than  the  "modi- 
fied code  39".  The  bar  code  reader 
has  a  simple  LED  for  data  detection, 
while  grocery  store  scanners  must  use 
lasers  for  reading. 

OTHER  USES 

What  good  is  the  XR-100  software 
and  bar  code  reader?  It  can  be  used 
to  help  organize  just  about  any  col- 
lection. You  could  write  a  program  to 
maintain  a  database  of  a  book  or  rec- 


ord collection,  for  example.  Xenia  Re- 
search provides  a  Contest  Bar  Code 
program  with  the  XR-100  package. 
Bar  codes  may  be  printed  as  "tickets" 
for  a  contest  entry,  for  your  user 
group's  monthly  door  prize,  for  exam- 
ple. The  contestants  have  their  bar 
codes  read  on  the  way  out  of  the 
meeting,  and  the  winner  will  be  de- 
tected automatically. 

The  bar  code  reader  that  came  with 
P.O.S.  Net  is  made  by  Radio  Shack. 
The  part  number  is  26-1183-  It  was 
made  for  the  Tandy  Model  102  lap- 
top computer.  Its  connector  is  a  DB9 
joystick  type,  compatible  with  the 
Atari  8-bit.  If  you  purchase  a  bar  code 
reader  from  Xenia,  it  comes  precon- 
figured  for  the  Atari. 

However,  you  may  wish  to  pur- 
chase your  own  bar  code  reader  from 
Radio  Shack.  Some  wires  must  be 
moved,  but  the  connector  is  easily 
disassembled  so  the  black  wire  can  be 
moved  to  ground,  pin  8.  The  red  wire 
goes  to  +5  volts,  pin  7.  The  white 
wire  goes  to  the  trigger  input,  pin  6. 

P.O.S.  Net  requires  a  lot  of  Atari 
power  to  run.  It  seems  well-suited  to 
a  small  business  operation.  The  user 
interface  is  very  well  done,  for  all 
components  of  the  software.  The 
documentation  is  rather  brief,  and  it 
does  seem  to  concentrate  more  on  the 
technical  aspects  than  the  basics  of 
operation.  If  this  specific  application 
is  not  for  you,  then  the  XR-100  pack- 
age will  provide  the  tools  to  create 
your  own  custom  bar  code  appli- 
cation. 

SYSTEM  REQUIREMENTS: 

128K  or  larger  XL/XE  computer 
(64k  XL/XE  computer  may  be  used 
as  terminal  2-8) 

Supra  Micronet,  if  more  than  one 
terminal  is  desired 

Double  density  disk  drive  (XF551 
or  doubled  density  1050) 


10 


ANTIC,  THE  ATARI  RESOURCE 


PRODUCT  REVIEWS 


Epson-compatible  printer 
Optional  1020  printer 

XR-100     &     BAR     CODE     RE- 
QUIREMENTS: 

48K  Atari  computer 
Atari  810,    1050,  or  XF551  disk 
drive 

Epson-compatible  printer 

PRICES: 

P.O.S.  Net  software  $69 
XR-100  software  &  manuals  $69 
P.O.S.  Net,  bar  code  handler  $99 
P.O.S.  Net,  bar  code  handler,  XR-100 
software  &  manuals  $125 

XR-100  software  &  manuals,  bar- 
code reader  $179 

P.O.S.  Net,  barcode  handler/reader, 
XR-100  software  &  manuals  $189 

THE  CONVERTER 

No  Frills  Software 
800  East  23rd  Street 
Kearney,  NE  68847 
(308)  234-6250. 
$21.95,  48K  disk 
Reviewed  by  Chester  Cox 

Atarians  have  so  many  choices  when 
it  comes  to  printing  utilities — and 
we're  still  not  satisfied.  We  want  to  use 
Print  Shop  icons  in  Print  Power  or 
Newsroom.  News  Station  lets  us  use 
KoalaPad  or  Print  Shop  pictures,  but 
we  want  to  include  Print  Power  or 
Newsroom  pictures  also.  Newsroom 
Converter  in  the  December  1988 
Antic  lets  us  put  Graphics  8  or  Print 
Shop  pictures  in  Newsroom,  but  it  still 
doesn't  go  far  enough. 

The  folks  at  No  Frills  Software  evi- 
dently felt  the  same.  The  Converter 
by  Chris  Wareham  connects  News- 
room with  Print  Shop  with  Print 
Power  with  AwardWare.  In  so  doing, 
it  also  provides  utilities  which  the 


original  programs  lack. 

Primarily,  the  Converter  will  read 
pictures  (Let's  call  them  all  pictures, 
and  dispense  with  "icons,"  "clip-art," 
or  what  have  you.)  from  Print  Shop, 
Print  Power,  or  AwardWare,  and  saves 
it  in  either  Newsroom  photo,  Award- 
Ware  graphic,  or  AwardWare  seal 
format. 

It  will  permit  you  to  format  a  disk 
in  Newsroom  format  if  you  have  a 
1050  or  compatible  drive.  It'll  let  you 
view  the  directory  of  any  of  the 
above-mentioned  formats,  and  let  you 
view  the  pictures  on  the  disks.  It  will 
even  let  you  use  more  than  one 
drive — an  obvious  requirement 
which  too  many  programs  omit. 

For  Print  Power  users,  the  Con- 
verter opens  up  a  large  range  of  pos- 
sibilities. The  Converter  will  convert 
AwardWare  graphics  or  seals  (those 
little  pictures)  quickly,  as  well  as  con- 
vert Print  Shop  icons,  to  Print  Power. 
Even  better,  the  Converter's  editing 
features  permit  us  to  finally  create  our 
own  Print  Power  pictures,  or  to  edit 
existing  ones.  Print  Shop  owners 
might  find  the  editing  features 
useful — it's  more  powerful  than  Print 
Shop's  own  drawing  feature. 

Fortunately,  the  Converter  is  ex- 
tremely easy  to  use.  I  say  "for- 
tunately" because  the  documentation 
is  extremely  difficult  to  read.  When 
they  call  themselves  "No  Frills,"  they 
aren't  joking.  The  documentation  is 
faded  photocopying.  No  Frills  offers 
extremely  low  prices  (their  disks  start 
at  $2)  and  laige  royalty  percentages 
to  their  authors — one  tradeoff  is  in- 
expensive manuals. 

No  Frills  also  offers  many,  many 
disks  of  Print  Shop  graphics,  fonts, 
and  borders.  My  newsletters,  notices, 
and  signs  have  become  locally  famous 
around  the  Denver  area.  This  is  espe- 
cially remarkable  when  1  reveal  that 
my  ability  to  draw  a  straight  line  is  nil. 


Does  the  Converter  do  everything? 
Not  quite.  I  still  want  to  convert  some 
Newsroom  pictures  to  Print  Power  or 
Print  Shop,  and  would  like  to  convert 
Print  Power  to  Print  Shop  icons  eas- 
ily. The  freedom  this  would  allow  me 
when  using  News  Station  (which  ac- 
cepts Koala  pictures  and  Print  Shop 
icons)  would  be  thrilling.  No  Frills  an- 
ticipates a  "Converter  Companion"  in 
February  which  will  enable  exactly 
these  options,  so  it's  merely  a  matter 
of  waiting. 

With  the  Converter,  many  of  my 
complaints  about  Newsroom  fall  by 
the  wayside.  You  now  can  produce 
drawings  far  superior  to  any  of 
Springboard's  Clip  Art  disks.  And  the 
one  failure  of  Print  Power  is 
overcome — ^we  can  draw  Print  Power 
or  AwardWare  pictures  quickly  and 
simply,  or  use  a  Print  Shop  drawing 
program  then  convert. 

Any  program  which  did  any  one  of 
the  above  deeds  would  be  considered 
a  good  buy  at  $20.  This  is  a  bargain — 
at  a  "No  Frills"  price. 


PS  USER'S  UTILITY  DISK 

No  Frills  Software 
800  East  23rd  Street 
Kearney  NE  68847 
(308)  234-6250 
$31.95,  48K  disk 
Reviewed  by  Chester  Cox 

There  are  several  public  domain  pro- 
grams for  users  of  Broderbund's  clas- 
sic Print  Shop  software.  But  nothing 
combines  so  many  simple-to-use  util- 
ities like  No  Frills  Software's  new 
PS  Users  Utility  Disk. 

This  disk  lets  you  view  all  your 
Print  Shop  icons,  catalog  them  in  al- 
phabetical order  and  print  them  70  to 
a  page.  It  will  let  you  do  the  same 
thing  with  borders  and  fonts.  You  can 


OCTOBER  1989 


11 


PRODUCT  REVIIWS 


transfer  icons  from  disk  to  disk  as 
quickly  as  any  DOS  would  a  normal 
file.  You  might  even  consider  this  a 
quick  DOS  for  Print  Shop,  since  in  ad- 
dition to  all  the  above  the  Utility  Disk 
will  also  delete,  undelete  and  rename 
icons. 

More?  You  bet!  The  disk  has  utili- 
ties to  print  coupons  or  bookmarks 
with  Print  Shop  icons,  borders,  and 
fonts — or  using  those  good  old  nine- 
sector  fonts.  Using  those  same  icons, 
borders,  etc.,  we  can  create  hundreds 
of  labels  and  auto-number  them.  1  just 
finished  over  200  labels  for  a  local 
doctor's  mailing  list  using  this  utility. 
The  auto-numbering  feature  kept  me 
from  having  to  use  a  separate  database. 


It  also  helped  that  PS  Users'  Utility 
Disk  let  me  select  the  size  of  label,  be- 
cause these  were  non-standard  labels. 

The  manual  is  No  Frills'  usual  pho- 
tocopied cheapie,  but  it's  complete 
and  conversational.  Pay  close  atten- 
tion to  the  Addendum.  It  lets  you 
know  that  you  can  use  two  of  eight 
drives  at  once,  and  that  you  can  save 
your  design  even  after  printing.  And 
the  company's  reputation  for  friend- 
liness continues  with  their  offer  to  in- 
struct any  person  with  a  non-standard 
printer  how  to  use  control  codes. 
(SASE  required.) 

I  use  Print  Shop  icons  on  a  regular 
basis  and  make  labels  for  friends  at 
least  once  a  month.  To  me,  this  util- 


ity disk  is  worth  the  $31.95  price  for 
its  friendly  interface  alone.  It  really  is 
easier  to  use  than  Print  Shop  itself. 

The  program  also  converts  icons  to 
PS  Companion  format  (which  most 
icon-using  programs  want),  while 
cataloging,  a  bonus  I  never  thought 
I'd  find  as  handy  as  I  now  do.  It  all 
depends  on  your  use  of  icons. 

If  you  use  Print  Shop  icons  with 
other  programs,  you'll  want  this  pro- 
gram. If  you  use  PS  borders  or  fonts, 
you  need  this  program.  Each  Atari 
user  can  make  a  significant  difference 
by  supporting  the  really  useful  8-bit 
products  which  come  our  way.  The 
PS  User's  Utility  Disk  is  one  such 
product.      A 


the  Washington  DC  Area  Atari  Computer  Enthusiasts 

WA  ACE  is  proud  to  present... 
The  East  Coast's  PREMIER  Atari  Event! 

MIDI  Music  Fir©®  AdmlssiomS  Door  Prizes 

Entertainment  ]0)©@jr  Priass         Vendor  Displays 

Desktop  Publishing  User  Group  Demo's 

IBM/Mac  Emulation  JaVJcMl  Software  Publishers 
Business  Applications  HoMIfl  Latest  Atari  Hardware 
Graphics  and  Animation  Hardware  Manufacturers 

Saturday,  October  7th,  10:00  am  to  5:00  pm 
Sunday,  October  8th  1:00  pm  to  5:00  pm 

at  the 

Fairfax  High  School 

3500  Old  Lee  Highway 

Fairfax,  Virgina 

For  further  information,  contact  John  Barnes  at  301-652-0667 
Vendor  Inquiries,  contact  Johnna  Ogden  at  703-450-3992 

Hotel  Accomodations  at  the  Fairfax  Quality  Inn 

SPECIAL  AtariFest  rate  -  $49.50  per  room/double  occupancy 

Call  1-800-223-1223  for  reservations. 


the  Washington  D.C. 

AtariFest  89 


DROP  US  A  LINE! 

Our  Editors  would  like  to  hear  from  you.  Your  feed- 
back helps  us  to  make  Antic  a  better  magazine  for 
our  most  important  people— you.  Naturally  we  can't 
respond  personally  to  each  letter  we  receive,  but  you 
can  bet  we  read  every  one.  Just  send  your  letters  to: 

Antic  Magazine 
Editorial  Department 
544  Second  Street 
San  Francisco,  CA  94107 


Mapping  the 


Atari 


Exclusive! 


Classic  8-bit  reference  book  returns. 


By  Ian  Chadwick 


Antic  continues  the  exclusive  serialization  of  key  ex- 
cerpts from  the  revised  second  edition  of  Ian  Chad- 
wick's  "Mapping  the  Atari."  Virtually  impossible  to 
obtain  today,  this  book  has  been  one  of  the  key  refer- 
ence sources  for  intermediate  and  advanced  Atari  8- 
bit  programmers  since  1983.  This  exclusive  Antic  seri- 
alization began  in  the  August  1989  issue. 


112,113 


70,71 


ROWAC        116,117 


74,75 


ENDPT 


ROWAC  and  COLAC  (below)  are 
both  working  accumulators  for  the 
control  of  row  and  column  point 
plotting  and  the  increment  and  decre- 
ment functions. 

114,115  72,73  COLAC 

Controls  coliunn  point  plotting. 


End  point  of  the  line  to  be  drawn. 
Contains  the  larger  value  of  either 
DELIAR  or  DELIAC  (locations  118  and 
119,  below)  to  be  used  in  conjunction 
with  ROWAC/COLAC  (locations  112 
and  114,  above)  to  control  the  plot- 
ting of  line  points. 


118 


76 


DELTAR 


Delta  row;  contains  the  absolute 
value  of  NEWROW  (location  96;  860) 
minus  ROWCRS  (location  84;  $54). 


119,120 


77,78 


DEtlAC 


Delta  column;  contains  the  abso- 
lute value  of  NEWCOL  (location  97; 
$61)  minus  the  value  in  COLCRS  (lo- 
cation 85;  $55).  These  delta  register 
values,  along  with  locations  121  and 
122  below,  are  used  to  define  the 
slope  of  the  line  to  be  drawn. 


121 


79 


ROWINC 


The  row  increment  or  decrement 
value  (plus  or  minus  one). 


122 


7A 


COLINC 


The  column  increment  or  decre- 
ment value  (plus  or  minus  one). 
ROWINC  and  COLINC  control  the 
direction  of  the  line  drawing  routine. 
The  values  represent  the  signs  derived 
from  the  value  in  NEWROW  (location 
96;  $60)  minus  the  value  in  ROWCRS 


OCTOBER  1989 


13 


(location  84;  $54)  and  the  value  in 
NEWCOL  (locations  97,98;  Si6l,$62) 
minus  the  value  in  COLCRS  (locations 
85,86;  J!55,«56). 


123 


7B 


SWPFLG 


Split-screen  cursor  control.  Equal 
to  255  (SFF)  if  the  text  window  RAM 
and  regular  RAM  are  swapped;  other- 
wise, it  is  equal  to  zero.  In  split-screen 
modes,  the  graphics  cursor  data  and 
the  text  window  data  are  frequently 
svrapped  in  order  to  get  the  values  as- 
sociated with  the  area  being  accessed 
into  the  OS  data  base  locations  84  to 
95  ($54  to  $5F). 


124 


7C 


HOLDCH 


A  character  value  is  moved  here  be- 
fore the  control  and  shift  logic  are 
processed  for  it. 


125 


7D 


INSDAT 


Temporary  storage  byte  used  by  the 
display  handler  for  the  character 
under  the  cursor  and  end  of  line  de- 
tection. 


126,127 


7E,7F 


COUNTR 


Starts  out  containing  the  laiger 
value  of  either  DELTAR  (location  118; 
«76)  or  DELTAC  (location  119;  $77). 
This  is  the  number  of  iterations  re- 
quired to  draw  a  line.  As  each  point 
on  a  line  is  drawn,  this  value  is 
decremented.  When  the  byte  equals 
zero,  the  line  is  complete  (drawn). 


USER  PAGE  ZERO  RAM 

User  and/or  BASIC  page  zero  RAM 
begins  here.  Locations  128  to  145  ($80 
to  $91)  are  for  BASIC  program 
pointers;  146  to  202  ($92  to  $CA)  are 
for  miscellaneous  BASIC  RAM;  203  to 
209  ($CB  to  $D1)  are  unused  by  BA- 
SIC, and  210  to  255  ($D2  to  $FF)  are 
the  floating  point  routine  work  area. 


128,129 


80,81 


LOMEM 


Pointer  to  BASIC'S  low  memory  (at 
the  high  end  of  OS  RAM  space).  The 
first  256  bytes  of  the  memory  pointed 
to  are  the  token  output  buffer,  which 
is  used  by  BASIC  to  convert  BASIC 
statements  into  numeric  representa- 
tion (tokens;  see  locations  I36,  137; 
$88,  $89).  This  value  is  loaded  from 
MEMLO  (locations  743,744; 
$2E7,2E8)  on  initialization  or  the  ex- 
ecution of  a  NEW  command  (not  on 
RESET!).  Remember  to  update  this 
value  when  changing  MEMLO  to  re- 
serve space  for  drivers  or  buffers. 


130,131  82,83 


VNTP 


Begiiming  address  of  the  variable 
name  table.  Variable  names  are  store 
in  the  order  input  into  your  program, 
in  ATASCII  format.  You  can  have  up 
to  128  variable  names.  These  are 
stored  as  tokens  representing  the  vari- 
able number  in  the  tokenized  BAISC 
program,  numbered  from  128  to  255 
($80  to  $FF). 

The  table  continues  to  store  vari- 
able names,  even  those  no  longer  used 


in  your  program  and  those  used  in  di- 
rect mode  entry.  It  is  not  cleared  by 
SAVEing  your  program.  LOADing  a 
new  program  replaces  the  current 
VNT  with  the  one  it  retrieves  from  the 
file.  You  must  LIST  the  program  to 
tape  or  disk  to  save  your  program 
without  these  unwanted  variables 
from  the  table.  LIST  does  not  SAVE  the 
variable  name  or  variable  value  tables 
with  your  program.  It  stores  the  pro- 
gram in  AIASCII,  not  tokenized  form, 
and  requires  an  ENTER  command  to 
retrieve  it.  You  would  use  a  NEW 
statement  to  clear  the  VNT  in  mem- 
ory once  you  have  LISTed  you 
program. 

Each  variable  name  is  stored  in  the 
order  it  was  entered,  not  the  ATASCII 
order  With  numeric  (scalar)  variables, 
the  MSB  is  set  on  the  last  character  in 
a  name.  With  string  variables,  the  last 
character  is  a  "$  "  with  the  MSB  (BIT 
7)  set.  With  array  variables,  the  last 
character  is  a  "("  with  the  MSB  set. 


132,133  84,85 


VNTD 


Pointer  to  the  ending  address  of  the 
variable  name  table  plus  one  byte. 
When  fewer  than  128  variables  are 
present,  it  points  to  a  dummy  zero 
byte.  When  128  variables  are  present, 
this  points  to  the  last  byte  of  the  last 
variable  name,  plus  one. 


134,135  86,87 


WTP 


Address  for  the  variable  value  ta- 
ble. Eight  bytes  are  allocated  for  each 
variable  in  the  name  table  as  follows: 


Byte 

1 

2 

3    4 

5    6 

7     8 

Variable 

Scalar 

00 

var# 

— six  byt£ 

;  BCD  constant — 

— 

Array;DlMed 

65 

var# 

offset 

first 

second 

unDIMed 

64 

from 
ST\RP 

DIM  +  1 

DIM  +  1 

String;  DIMed 

129 

var# 

offiset 

length 

DIM 

unDIMed 

128 

from 
STA.RP 

14 


ANTIC,  THE  ATARI  RESOURCE 


In  scalar  (undimensioned  numeric) 
variables,  bytes  three  to  eight  are  the 
FP  number;  byte  three  is  the  expo- 
nent; byte  four  contains  the  least  sig- 
nificant two  decimal  digits,  and  byte 
eight  contains  the  most  significant 
two  decimal  digits. 

In  array  variables,  bytes  five  and  six 
contain  the  size  plus  one  of  the  first 
dimension  of  the  array  (DIM  +  1; 
LSB/MSB),  and  bytes  seven  and  eight 
contain  the  size  plus  one  of  the  sec- 
ond dimension  (the  second  DIM  + 
1;  LSB/MSB). 

In  string  variables,  bytes  five  and 
six  contain  the  current  length  of  the 
variable  (LSB/MSB),  and  bytes  seven 
and  eight  contain  the  actual  dimen- 
sion (up  to  32767). 


136,137 


88,89 


STMTAB 


The  address  of  the  statement  table 
(which  is  the  beginning  of  the  user's 
BASIC  program),  containing  all  the 
tokenized  lines  of  code  plus  the  im- 
mediate mode  lines  entered  by  the 
user  Line  numbers  are  stored  as  two- 
byte  integers,  and  immediate  mode 
lines  are  given  the  default  value  of  line 
32768  ($8000).  The  first  two  bytes  of 
a  tokenized  line  are  the  line  number, 
and  the  next  is  a  dummy  byte  reserved 
for  the  byte  count  (or  offset)  from  the 
start  of  this  line  to  the  start  of  the  next 
line. 

Following  that  is  another  count 
byte  for  the  start  of  this  Une  to  the  start 
of  the  next  statement.  These  count 
values  are  set  only  when  tokenization 
for  the  line  and  statement  are 
complete. 

Tokenization  takes  place  in  a  256 
byte  ($100)  buffer  that  resides  at  the 
end  of  the  reserved  OS  RAM  (pointed 
to  by  locations  128,129;  $80, $81). 

138,139  8A,8B  STMCUR 

Current  BASIC  statement  pointer, 
used  to  access  the  tokens  being  cur- 
rently processed  within  a  line  of  the 
statement  table.  When  BASIC  is  avrait- 
ing  input,  this  pointer  is  set  to  the  be- 


ginning of  the  immediate  mode  (line 
32768). 


140,141 


8C,8D 


STARP 


The  address  for  the  string  and  ar- 
ray table  and  a  pointer  to  the  end  of 
your  BASIC  program.  Arrays  are 
stored  as  six-byte  binary  coded  deci- 
mal numbers  (BCD)  while  string 
characters  use  one  byte  each.  The  ad- 
dress of  the  strings  in  the  table  are  the 
same  as  those  returned  by  the  BASIC 
ADR  function.  Always  use  this  func- 
tion under  program  control,  since  the 
addresses  in  the  table  change  accord- 
ing     to      your     program      size. 


142,143 


8E,8F 


RUNSTK 


Address  of  the  runtime  stack  which 
holds  the  GOSUB  entries  (four  bytes 
each)  and  the  FOR-NEXT  entries  (16 
bytes  each).  The  POP  command  in 
BASIC  affects  this  stack,  pulling  en- 
tries off  it  one  at  a  time  for  each  POP 
executed.  The  stack  expands  and  con- 
tracts as  necessary  while  the  program 
is  rurming. 

Each  GOSUB  entry  consists  of  four 
bytes  in  this  order:  a  zero  to  indicate 
a  GOSUB,  a  two-byte  integer  line 
number  on  which  the  call  occurred, 
and  an  offset  into  that  line  so  the  RE- 
TURN can  come  back  and  execute  the 
next  statement. 

Each  FOR-NEXT  entry  contains  16 
bytes  in  this  order:  first,  the  limit  the 
counter  variable  can  reach;  second, 
the  step  or  counter  increment.  These 
two  are  allocated  six  bytes  each  in 
BCD  format  (12  bytes  total).  The  13th 
byte  is  the  counter  variable  number 
with  the  MSB  set;  the  l4th  and  15th 
are  the  line  number  and  the  l6th  is 
the  line  offset  to  the  FOR  statement. 


144,145 


90,91 


MEMTOP 


Pointer  to  the  top  of  BASIC  mem- 
ory, the  end  of  the  space  the  program 
takes  up.  There  may  still  be  space  be- 
tween this  address  and  the  display  list, 
the  size  of  which  may  be  retrieved  by 


the  FRE(0)  command  (which  actually 
subtracts  the  MEMTOP  value  that  is 
at  locations  741  and  742;  $2E5,  S2E6). 
Not  to  be  confused  with  locations  741 
and  742,  which  have  the  same  name 
but  are  an  OS  variable.  MEMTOP  is 
also  called  TOPSTK;  it  points  to  the 
top  of  the  stack  space  pointed  to  by 
RUNSTK  above. 


186,187 


BA,BB 


STOPLN 


The  line  where  a  program  was 
stopped  either  due  to  an  error  or  the 
use  of  the  BREAK  key,  or  a  STOP  or 
a  TRAP  statement  occurred.  You  can 
use  PEEK  (186)  -1-  PEEK  (187)  *  256 
in  a  GOTO  or  GOSUB  statement. 


195 


C3 


ERRSAVE 


The  number  of  the  error  code  that 
caused  the  stop  or  the  TRAP.  You  can 
use  this  location  in  a  program  in  a  line 
such  as: 
10  IF  PEEK  (195)  <  >  144  THEN  100 


201 


C9 


PT\BW 


This  location  specifies  the  nimiber 
of  colimins  between  TAB  stops.  The 
first  tab  will  be  at  PEEK  (201).  The  de- 
fault is  ten.  This  is  the  value  between 
items  separated  in  a  PRINT  statement 
by  commas — such  as  PRINT 
AS,LOOP,C(12)— not  by  the  TVB  key 
spacing. 

The  minimum  nimiber  of  spaces 
between  TABS  is  three.  If  you  POKE 
201,2,  it  will  be  treated  as  four  spaces, 
and  POKE  201,1  is  treated  as  three 
spaces.  POKE  201,0  will  cause  the  sys- 
tem to  hang  when  it  encounters  a 
PRINT  statement  with  commas.  To 
change  the  TAB  key  settings,  see  TAB- 
MAP  (locations  675  to  689;  $2A3— 
«2B1).  PTA.BW  is  not  reset  to  the  de- 
fault value  by  pressing  RESET  or 
changing  GRAPHICS  modes  (unlike 
TABMAP).  PTABW  works  in  all 
GRAPHICS  modes,  not  merely  in  text 
modes.  The  size  of  the  spaces  be- 
tween items  depends  on  the  pixel  size 
in  the  GRAPHICS  mode  in  use.  For  ex- 


OCTOBER  1989 


15 


ample,  in  GR.O,  each  space  is  one 
character  wide,  while  in  GR.8  each 
space  is  one-half  color  clock  (one  dot) 
wide. 


these  locations  for  an  interrupt  rou- 
tine, since  such  routines  might  occur 
during  an  FP  routine  called  by  BASIC, 
causing  the  system  to  crash. 


FP  representation,  leaving  the  result 
in  FRO.  To  reverse  this  operation,  do 
aJSR  to  $D9D2  (55762). 


218-223 


DA-DF 


203-207 


CB-CF 


*  *  *         212-217 


D4-D9     FRO 


Unused  by  either  BASIC  or  As- 
sembler. 


208-209 


DO-Dl 


Unused  by  BASIC. 
210-211  D2-D3  *  *  *  * 

Reserved  for  BASIC  use. 

Locations  212  to  255  {$B4  to  $FF) 
are  reserved  for  the  floating  point 
package  use.  The  FP  routines  ae  in 
ROM,  from  locations  55296  to  57393 
(SD800  to  JJE031).  These  page  zero  lo- 
cations may  be  used  if  the  FP  pack- 
age is  not  called  by  the  user's  pro- 
gram. However,  do  not  use  any  of 


Floating  point  register  zero;  holds 
a  six  byte  internal  form  of  the  FP  num- 
ber The  value  at  locations  212  and 
213  are  used  to  return  a  two  byte  hex- 
adecimal value  in  the  range  of  zero  to 
65536  (SFFFF)  to  the  BASIC  program 
(low  byte  in  212,  high  byte  in  213). 
The  floating  point  package,  if  used, 
requires  all  locations  from  212  to  255- 
All  six  bytes  of  FRO  can  be  used  by  a 
machine  language  routine,  provided 
FRO  isn't  used  and  no  FP  functions  are 
used  by  that  routine.  To  use  16  bit 
values  in  FP,  you  would  place  the  two 
bytes  of  the  number  into  the  least  two 
bytes  of  FRO  (212,213;  $D4,$m),  and 
then  do  a  JSR  to  !i!D9AA  (55722), 
which  will  convert  the  integer  to  its 


FP  extra  register  (?) 
224-229  E0-E5 


FRE 


FRl 


Floating  point  register  one;  holds 
a  six-byte  internal  form  of  the  FP 
number  as  does  FRO.  The  FP  package 
frequently   transfers   data   between 
these  two  registers  and  uses  both  for 
two-number  arithmetic  operations. 
Copyright  1983  and  1985,  COMPUTEi 
Publications,  Inc. 
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FEATURE  APPIICATION 


Budgetizer 


Be  prepared  for  those  annual  savings  chompers 


By  Lee  Brilliant,  M.D. 


Plan  your  monthly  spending  with  the 
Budgetizer,  so  those  annual  big  bills 
don't  catch  you  unprepared.  This  BASIC 
program  works  on  8-bit  Atari  com- 
puters with  at  least  48K  memory  and 
disk  drive. 


Surprise!  You  won  the  lottery! 

Nice  surprise,  huh?  Too  bad  most 
surprises  sound  more  like  this: 

"Uh-Oh.  Property  tax  bill  due  next 
month.  Where  are  we  going  to  get  the 
money?" 

Surprise!  Well,  that's  what  it  used 
to  be  like  around  my  house  every 
month.  I  was  always  getting  big  sur- 
prise bills  that  I  knew  were  coming, 
but  just  didn't  think  about  ahead  of 
time.  Especially  upsetting  were  those 
annual  or  twice-yearly  biggies  like 
property  taxes  or  insurance 
premiums. 

So  when  I  learned  about  the  Budg- 
etizer method,  I  wrote  a  program  to 


18 


use  it  and  since  then  have  had  no  big 
surprises  besides  automobile  repairs. 

Budgetizer  is  not  just  a  different 
budget  program,  but  a  different  way 
of  budgeting.  A  typical  budget  pro- 
gram sets  goals  for  various  areas  and 
simply  tells  you  how  much  above  or 
below  you  are  in  any  month.  Budg- 
etizer lets  you  set  up  a  chart  of  all  your 
bills  for  the  year  and  then  calculates 
how  much  you'll  need  to  put  aside  for 
the  future  to  meet  those  expenses. 

Most  people  avoid  the  shock  of 
making  large  payments  by  making 
monthly  payments  instead  of  periodic 
ones  on  such  expenses  as  heating, 
mortgage  and  insurance.  However,  if 


you  have  an  escrow  account  as  part 
of  your  mortgage  (to  pay  insurance 
and  taxes)  you  should  figure  what  you 
lose  each  year. 

If  your  property  taxes  are  $1,000 
each  year  and  home  insurance  is 
$500,  then  the  interest  which  the  es- 
crow company  earns  on  this  money 
is  over  $100 — ^which  you  will  proba- 
bly not  get  back.  Budgetizer  essen- 
tially turns  your  irregular  expenses 
into  monthly  payments  to  your  own 
account,  eliminating  unpleasant  sur- 
prise and  saving  you  money. 

GEnrNG  STARTED 

Type  in  Listing  1,  BUDGET.BAS, 
check  it  with  TYPO  U,  and  SAVE  a 
copy  to  disk.  When  you  first  RUN 
Budgetizer,  it  will  ask  whether  your 
system  is  using  one  drive  or  two.  If 
you  tell  the  program  you  are  using 
two  drives,  you  need  to  have  your 

data  disk  in  drive  two. 

Antic  disk  users  will  find  a  sample 
data  file,  BUDGET.DAT,  on  the  disk. 
Budgetizer  will  look  for  this  file,  and 
if  you  choose  EDIT  from  the  main 
menu  you  will  see  the  expense  cate- 
gories already  on  disk. 

ANTIC,  THE  AIUU  RESOURCE 


BUDGETIZiNG  SYSTEM 

Budgetizer  allows  you  to  list  all 
your  expenses  for  a  whole  year,  then 
assigns  them  to  one  of  two  groups.  If 
the  amount  of  an  expense  is  the  same 
for  every  month  the  program  con- 
siders it  a  fixed  expense  If  the  amount 
differs  from  one  month  to  the  next  it 
is  considered  periodic. 

Fixed  expenses  are  stored  as  posi- 
tive numbers  and  periodic  ones  as 
negatives.  When  you  print  the  budget, 
the  fixed  and  periodic  expenses  are 
totaled  separately  for  each  month  and 
also  as  grand  totals. 

The  periodic  expenses  divided  by 
twelve  gives  you  the  monthly  cost  of 
all  the  irregular  bills.  Each  month,  the 
program  adds  the  fixed  costs  and  the 
average  periodic  cost,  then  subtracts 
the  monthly  periodic  expense. 

You  wind  up  with  twelve  numbers 
labeled  RESERVE.  MIN.  MONTHLY 
INCOME  is  the  minimum  amount  of 
income  which  you  need  to  deposit 
into  your  checking  account  each 
month  to  cover  all  the  expenses.  RE- 
SERVE represents  the  amount  of 
money  that  must  be  left  in  your 
checking  account  at  the  end  of  each 
month  to  meet  upcoming  bills. 
There  are  four  levels  to  the  pro- 


gram. The  main  menu  aUows  you  to 
select  Print,  Edit,  Save,  and  Quit.  Print 
Save  and  Quit  are  pretty  self- 
explanatory,  but  Edit  is  more 
complex. 

USING  BUDGETIZER 

When  you  choose  Edit,  the  pro- 
gram will  work  with  the  data  file, 
BUDGET.DAI.  If  you  are  using  two 
drives,  the  program  looks  on  drive  2 
for  this  file.  Otherwise  it  looks  on 
drive  1.  If  a  BUDGET.DAT  file  is 
found,  the  program  loads  the  infor- 
mation automatically. 

Once  you  choose  Edit,  the  next 
level  is  CATEGORIES.  You  can  have 
up  to  six  categories  of  expense,  such 
as  Loans,  Utilities  or  Credit  Cards. 

Choose  a  category,  then  go  to 
FIELDS.  You  can  have  up  to  ten  fields 
per  category.  Under  Loans,  for  exam- 
ple, you  might  have  House  and  Car. 
Finally,  diere  are  twelve  RECORDS 
(monthly  payment  amounts)  per 
field. 

Use  the  [CONTROL]  [ARROW]  keys 
to  highlight  your  choice,  then  press 
[SELECT]  to  go  to  the  next  level.  The 
[ESC]  key  takes  you  back  to  the  previ- 
ous level.  The  arrow  keys  also  allow 
you  to  move  around  within  the  win- 
dow and  [RETURN]  causes  the  pro- 


BUDGET    PRINTED 

JUNE 

19. 

19B9 

m 

FEB 

MP 

APR 

MY 

}\M 

JUL 

m 

SEP 

OCT 

sm 

DEC 

HOnE 

RBiT      :jo 

340 

;4o 

340 

340 

340 

310 

340 

740 

340 

340 

340 

fiil         IS 

18 

IS 

18 

18 

18 

1! 

IB 

18 

18 

IB 

18 

fUDNE       10 

\2 

15 

10 

14 

12 

10 

10 

12 

16 

12 

20 

PERSONAL 

FOOD         160 

m 

liO 

m 

ISO 

liO 

160 

140 

160 

160 

160 

200 

aowEE  :o 

;o 

20 

20 

20 

20 

20 

20 

20 

20 

20 

20 

nmics    80 

90 

80 

90 

SO 

SO 

80 

SO 

90 

90 

80 

SO 

BOOKS       20 

20 

20 

20 

20 

20 

20 

20 

20 

20 

20 

20 

msc      w 

40 

40 

40 

40 

40 

40 

40 

40 

40 

40 

40 

TRANSPORTATION 

KPASS    54 

54 

54 

54 

54 

54 

54 

54 

54 

54 

54 

54 

SISC         10 

10 

10 

10 

10 

10 

10 

10 

10 

240 

10 

10 

fiSi      is 

'""57! 

572 

5^2 

572 

5^2 

572 

572 

„.-._ 

572 

572 

PEflOD       180 

182 

185 

130 

184 

182 

160 

180 

182 

416 

182 

230 

lOTAl.         752 

754 

757 

752 

"756 

""754 

"752 

752 

...... 

"Im"' 

...._.__. 

"iof 

RESERVE     35 

48 

4B 

»4 

115 

138 

163 

IB? 

212 

1 

24 

0 

m«  BDHTiHY  nici!iiE=rn.25 

BULMICE 

— 



BILLS  DUE 
BILLS  OUT 

_ 

♦ 

RESERl'E 

" — 



AWJL  BSLMCE 



gram  to  read  the  data  as  it  appears  in 
the  window. 

To  eliminate  a  category  or  field, 
simply  make  its  name  all  blanks  and 
press  [RETURN].  If  you  change  a 
name,  only  the  name  changes,  the 
data  stays  intact. 

New  fields  and  categories  are  ad- 
ded to  the  end  of  the  list.  Only  up- 
percase letters  and  numbers  are  ac- 
ceptable as  categories  and  fields. 
Records  must  be  entered  as  numbers 
only. 

You  can  change  the  nimiber  of 
fields,  record  size,  or  the  length  of 
names  if  you  want.  But  the  numbers 
I  used  were  selected  because  of  for- 
matting considerations  with  the 
printer  All  the  printer  codes  are  in 
one  line  at  the  end  of  the  program  and 
may  need  to  be  adjusted  to  fit  your 
printer. 

EQUIVALENCING  HELPS 

Much  of  the  credit  for  this  program 
goes  to  Doug  White  and  his  article. 
Equivalence,  in  the  February,  1989  is- 
sue of  ANTIC.  His  article  inspired  me 
with  a  better  way  to  manipulate  data 
fields. 

Although  Doug  White  did  not  spe- 
cifically mention  this  technique,  I  first 
dimension  my  data  array  (ARRAY 
11,39)  then  a  string  (ARRAYS)  to  the 
length  of  one  byte.  Later  I  change  the 
pointers  of  ARRAYS  to  match  the  lo- 
cation and  size  of  ARRAY.  Now  I  can 
clear  sections  of  the  array  by  blank- 
ing strings  instead  of  slower  FOR- 
NEXT  loops.  I  can  also  move  data 
around  the  array  with  fast  string 
manipulations.  My  hat's  off  to  Doug 
for  a  fascinating  and  useful  concept. 

I  have  used  BUDGETIZER  for  two 
years  now  and  during  this  time  I  have 
had  no  unpleasant  major  surprises. 
Now  if  I  could  only  win  the  lot- 
tery. ...  A 

Lee  Brilliant  is  a  physician  in  Southern 
California  and  a  longtime  Atari  8-bit 
programmer-writer  His  work  has  often 
appeared  in  Antic. 

Listing  on  page  3S 


OCTOBER  1989 


19 


HAND-HELD 
COLOR 
GAME  SYSTE 


Portable  arcade  quality  at  $149.95 
By  Andrew  Reese,  START  Editor 


Atari's  new  S149.95  hand- 
held color  game  machine 
was  unveiled  at  the  Con- 
sumer Electronics  show 
in  June.  The  one-pound  unit, 
powered  by  six  AA  batteries,  is  titled 
the  Atari  Portable  Color  Entertain- 
ment System.  I  tested  several  of  the 
units  and  found  the  games  easy  to  use 
and  quite  playable. 

The  Portable  Color  Entertainment 
System  competes  with  Nintendo's  re- 
cently announced  GameBoy  which  is 
to  retail  at  only  $89.95,  but  does  not 
have  color.  The  PCES  has  a  3.5-inch 
(diagonal)  LCD  color  screen  with  160 
X  102  resolution  and  a  4,096-color 
palette.  It  uses  a  65C02  microproces- 
sor running  at  a  blazing  16  mHz  clock 
speed.  The  64K  Portable  Color  Enter- 
taiimient  System  can  access  credit- 


card-sized  "game  cards"  with  as  much 
as  16  megabits  of  ROM,  allowing  the 
system  to  run  highly  complex  games. 
Four  sound  channels  are  included  and 
there  is  a  built-in  headphone  jack  for 
private  listening. 

A  unique  feature  of  the  Portable 
Color  Entertainment  System  is  its  abil- 
ity to  network  with  as  many  as  seven 
additional  units  for  multi-player 
games.    A    communications    cable 


California  Games 


comes  with  each  unit.  The  package 
also  includes  an  AC  adaptor,  a  carry- 
ing pouch  and  Epyx's  California 
Games  card. 

The  Portable  Color  Entertainment 
System  was  developed  in  conjunction 
with  Epyx.  It  is  controlled  by  an  8- 
way  joypad,  plus  two  fire  buttons  and 
five  function  buttons.  The  screen  im- 
age can  be  turned  upside  down  to 
make  the  controls  more  comfortable 
to  left-handed  players. 

According  to  Atari  president  Sam 
Tramiel,  the  unit  has  already  passed 
FCC  testing  and  goes  on  sale  in  early 
Autumn.  Five  additional  games  are 
also  to  be  available — Blue  Lightning, 
Time  Quests,  Treasure  Chests,  Gates 
of  Zendocon,  Impossible  Mission  and 
Monster  Demolition.  Each  game  will 
retail  for  $54.99.  A 


ATARI  PORTABLE  COLOR  ENTERTAINMENT  SYSTEM 

TOP  VIEW 

Communication 
Earphone  Jack         Port 


Buttons 


•  Option  1 


Fire  Buttons 


Cartridge 
Ciiamber 


Joypad 


Contrast 
Control 


Screen 


OCTOBER  1989 


21 


I  'type-In  Software 


By  Matthew  Ratcliff 

Easiest  access  to 
your  disk  contents 


Quick 
Directory 


Access  the  directories  of  your  disks 
while  using  BASIC,  without  exiting  to 
DOS  or  needing  to  enter  lines  of  code. 
With  the  Quick  Directory  file  on  your 
disk,  a  simple  ENTER  command  gives 
you  open  sesame  to  directories  of  disks 
in  any  drive — in  Atari  DOS  or 
SpartaDOS — ^without  damaging  your 
program  in  memory.  This  BASIC  pro- 
gram works  on  8-bit  Atari  computers 
with  at  least  48K  memory  and  disk 
drive. 


22 


Time  and  time  again  I  lose 
track  of  important  file- 
names while  in  the  middle 
of  writing  a  BASIC  pro- 
gram. It's  a  pain  to  save  work  in  pro- 
gress, go  to  DOS,  get  a  directory  list- 
ing, return  to  BASIC  and  then  attempt 
to  remember  where  I  left  off. 

A  simple  BASIC  routine  can  pres- 
ent a  directory  listing: 

10  DIM  A$(40) 

20  TRAP  30:OPEN  *1,6,0,"D1:*.*": 
GOTO  40 

30  ?  "ERROR  ";PEEK(195):END 

40  TRAP  70 

50  INPUT  *1,A$ 

60  ?  A«:GOTO  50 

70  END 

How^ever,  entering  all  this  code  ev- 
ery time  can  get  tedious.  Making  it 
part  of  a  program  in  development 
helps,  but  it's  easy  to  foiget.  The  best 
solution  is  to  run  an  assembly  lan- 
guage utility  from  BASIC.  But,  this  im- 

ANTIC,  THE  ATARI  RESOURCE 


plies  a  USR  routine  because  Atari  BA- 
SIC will  not  allow  us  to  make  calls  to 
DOS  directly. 

Quick  Directory  makes  accessing  a 
current  directory  listing  quite  simple. 
It  will  have  no  adverse  effects  on  the 
BASIC  program  currently  in  memory. 

GEHING  STARTED 

Type  in  Listing  1,  QDIRMAK.BAS, 
check  it  with  TYPO  U,  and  SAVE  a 
copy  to  disk  before  you  RUN  it. 

Listing  2  contains  the  MAC/65 
source  code  for  assembly  program- 
mers and  requires  the  MAC/65  car- 
tridge. "Vbu  do  not  need  to  type  List- 
ing 2  to  use  Quick  Directory. 

QDIRMAK.BAS  is  a  BASIC  Quick 
Directory  maker.  RUN  it  and  the  pro- 
gram prompts  you  to  get  a  disk  ready 
in  drive  1.  Some  special  text  and  data 
will  be  written  to  your  disk  in  a  file 
named  D:QDIR. 

The  DrQDIR  file  contains  two  lines 
of  BASIC  code  with  an  embedded  as- 
sembly USR  routine,  without  line 
numbers.  Try  the  command: 

ENTER  "D:QDIR" 

Or  try  the  Atari  BASIC  abbreviated 
version: 

E."D:QDIR 

Almost  immediately,  the  program 
will  request  you  to  specify  the  direc- 
tory you  want  to  see.  Enter  D8:*.BAS 
to  see  all  the  BASIC  programs  on  the 
disk  in  drive  8,  for  example.  Unlike 
Atari  DOS  command  A,  you  can't  just 
press  [RETURN]  to  see  a  directory  of 
the  disk  in  drive  1.  To  see  aU  the  files 
on  the  disk  in  drive  1,  type  D:*.*. 

Use  QDIRMAK.BAS  to  write  the 
Quick  Directory  QDIR  file  to  any  disk 
you're  planning  to  use  with  BASIC, 
and  you'll  always  be  able  to  see  a 
directory  of  your  files  from  BASIC 
with  this  simple  command. 

To  see  what  these  two  lines  of  code 
look  like,  remove  the  "REM"  from 
lines  90  and  150  in  QDIRMAK.BAS 
(Listing  1),  and  RUN  the  program 
again.  (You  may  also  wish  to  change 
the  filename  in  line  70  to 
"D:QDIR.LST".)  Type  the  NEW  com- 
mand, ENTER  the  new  file,  and  LIST 


the  program.  All  the  odd  control 
characters  in  the  string  assignment  for 
AS  make  up  an  assembly  language 
USR  routine.  With  these  two  lines  of 
code  in  a  program,  a  directory  listing 
is  as  simple  as  "A=USR(ADR(A*))". 
SpartaDOS  users  might  notice  that 
Quick  Directory  file  listings  arc  in  the 


placing  in  a  BASIC  USR  routine. 

While  developing  Quick  Directory, 
it  was  much  easier  to  test  the  program 
from  DOS.  To  make  a  version  that  is 
loaded  and  executed  from  DOS,  sim- 
ply change  line  60  to: 

60  CODE  =  COM 

When   CODE   is   set   to    COM, 


Quick  Directory  eliminates  time- 
consuming  commutes  between  Atari 
BASIC  and  DOS. 


long  format.  This  makes  it  easy  to 
keep  track  of  file  size  and  date  stamps, 
as  well  as  names. 

Now,  whenever  you  forget  an  im- 
portant filename,  simply  type 
E."D:QDIR  to  see  a  directory  listing, 
in  immediate  mode  Note  tliat  you  can 
get  subsequent  directory  lists  by  en- 
tering A = USR(ADR(A$))  while  still  in 
immediate  mode.  However;  this  could 
be  dangerous  if  you  make  a 
typographical  error,  or  inadvertently 
2ap  the  variable  A$  with  a  NEW  or 
LOAD  command.  The  E."D:QDIR" 
command  is  the  safest  approach,  and 
far  simpler  than  trekking  in  and  out 
of  DOS. 

PROGRAM  NOTES 

Listing  2  is  the  MAC/65  source  code 
for  Quick  Directory.  Assembly  pro- 
grammers should  take  note  of  the 
"conditional  assembly"  technique 
employed  herc.  Note  the  equates  in 
lines  40  through  60: 

40  OBJECT  =   1 

50  COM  =  2 

60  CODE  =  OBJECT 

When  the  variable  name  CODE  is 
set  equal  to  OBJECT,  the  code  be- 
tween the  ".IF"  in  line  790  and  the 
".ENDIF"  in  line  910  is  assembled. 
This  creates  an  object  file  suitable  for 


MAC/65  ignores  all  the  code  enclosed 
in  the  first  ".IF",  ".ENDIF"  sequence 
noted  above.  The  code  between  lines 
1630  and  1660  is  assembled,  however. 
These  lines  generate  the  proper 
header  to  execute  Quick  Directory 
from  DOS.  This  technique  is  a  valua- 
ble debugging  tool,  especially  when 
developing  USR  routines  that  rcquire 
conversion  to  some  BASIC- 
compatible  format  before  testing. 

The  rest  of  the  MAC/65  program  is 
made  up  of  straightforward  calls  to 
the  CIO  to  open  files,  close  files,  in- 
put strings,  and  display  strings.  Stuff- 
ing the  number  128  into  ICAUX2 
(lines  1310  and  1320)  starts  the  Spar- 
taDOS long  directory  listing  format. 
It  has  no  side  effects  on  Atari  DOS. 

Quick  Directory  eliminates  many 
frustrating,  time-consuming  com- 
mutes between  Atari  BASIC  and  DOS. 
Since  it  runs  in  immediate  mode,  it 
consumes  no  valuable  RAM.  It  does 
not  gobble  up  Page  6  or  4,  common 
hangouts  of  many  USR  routines.  En- 
ter QDIR  the  next  time  you  require 
directory  assistance  in  a  hurry.      A 

Matthew  Ratclijf  regularly  answers  users' 
technical  questions  on  CompuServe's 
ANTIC  ONLINE. 

Listing  on  page  4 1 


OCTOBER  1989 


23 


SUPER  DISK  BONUS 


Capture  The  Flag! 

Two-player  madness  at  machine  language  speed 
By  Brad  Timmins 


Anned  with  disintegration 
pistols,  you  and  your  op- 
ponent race  through  gi- 
ant mazes  in  a  mad  dash 
to  Capture  the  Flag!  This  month's 
Antic  Super  Disk  Bonus  is  pro- 
grammed entirely  in  speedy  ma- 
chine language.  It's  a  challenging 
two-player  game  that  requires  two 
joysticks  and  at  least  48K  memory. 
It's  the  year  2044.  Ultra-violent 
TV  game  shows  are  at  the  height  of 
their  popularity.  The  most  popular 
game  on  the  airwaves  is  Capture  the 
Hag!  which  is  played  in  a  giant  maze. 
The  two  home  bases  are  placed 
in  the  upper  left  and  right  comers 
of  the  maze.  A  flag  is  placed  at  the 
very  bottom  of  the  maze.  Tsvo  con- 
testants enter  with  their  disintegra- 
tion pistols.  The  player  who  cap- 
tures the  flag  and  successfully 
returns  it  to  home  base  wins  the 
round.  The  first  player  to  capture 
five  flags  wins  the  game  and  saves 
his  life! 

Capture  the  Flag!  author  Brad 
Timmins  lives  in  Sandy,  Utah.  His 
program  Macro  /JfSJ??"  appeared  in 
the  January,  1989  Antic. 

USING  THE  PROGRAM 

You'll  find  Capture  the  Flag!  on 
this  month's  Antic  Disk  as  CAP- 
TURE.OBJ.  Copy  this  file  to  another 
disk  formatted  with  DOS  2.0  or 
DOS  2.5.  Don't  try  to  run  it  directly 
from  the  monthly  Antic  Disk. 

Be  sure  your  new  disk  contains 
the  DOS.SYS  file.  Use  DOS  com- 


. H..M':    ....J,v......K 

1    ri-T 1" 

:.HiJrKi  iK":::::::^! 

i ""â–   ..  "â– ' *;_'."'1".'.""".'h 

mm     mm ^ 

Flags   c»ptur»<li             ri»a«   c»Ptur»<li 

AHHO 1  *                                             «HHO 1 4 

mand  E  to  rename  CAPTURE.OBJ  to 
AUTORUN.SYS.  Turn  off  your  com- 
puter and  remove  all  cartridges. 
Place  the  disk  in  drive  1.  If  you're 
using  an  XL  or  XE  computer,  hold 
down  the  [OPTION]  key  while  you 
turn  on  your  computer  Capture  the 
Flag!  will  load  and  run  automat- 
ically. 

HOW  TO  PLAY 

Capture  the  Flag!  requires  two 
joysticks,  plugged  into  ports  1  and 
2.  At  the  beginning  of  each  round, 
both  players  are  placed  on  their 
home  bases.  To  move  your  player, 
press  the  joystick  in  the  desired 
direction. 

Each  player  is  outfitted  with  a  dis- 
integration pistol  that  has  a  maxi- 
mum of  four  shots.  To  fire,  move  the 
joystick  in  the  direction  you  want  to 
fire  and  press  the  button.  Pistols  can 
be  used  to  blast  through  walls,  or  to 
blast  the  other  player  A  player  who 
is  hit  goes  immediately  back  to 
home  base.  If  the  player  was  carry- 
ing a  flag,  it  will  be  dropped  where 
the  player  was  hit. 


Each  maze  that's  generated  is  far 
too  large  to  be  displayed  on  a  single 
screen.  Instead,  each  player  has  a 
scrolling  window.  A  master  map  is 
displayed  at  the  bottom  of  the 
screen,  showing  players'  relative 
positions — ^but  not  the  actual  vraUs 
of  the  maze 

To  pick  up  the  flag,  simply  move 
on  top  of  it.  The  flag  is  quite  heavy 
and  will  slow  down  the  movement 
of  the  player  carrying  it.  Also,  when 
the  flag  is  carried  by  one  player,  the 
other  player  gets  unlimited 
ammunition — but  only  while  the 
first  player  holds  the  flag.  As  soon 
as  the  flag  is  dropped,  the  amount 
of  ammunition  returns  to  its  previ- 
ous level. 

If  you  manage  to  make  it  back  to 
base  safely  with  one  flag,  a  new 
maze  appears,  and  off  you  go  again. 
The  first  person  to  collect  five  flags 
is  the  Grand  Champion. 

RAPID  DISK 

Your  October  1989  Antic  Disk- 
featuring  the  Capture  the  Flag!  Su- 
per Disk  Bonus  as  well  as  every  type- 
in  program  from  this  issue — ^will  be 
shipped  to  you  within  24  hours  af- 
ter receiving  your  order  Just  phone 
Toil-Free  to  the  Antic  Disk  Desk  at 
(800)  234-7001.  The  monthly  disk 
is  only  $595  (plus  $2  for  shipping 
and  handling)  on  your  Visa  or 
MasterCard.  Or  mail  a  $595  check 
(plus  $2  shipping  and  handling)  to 
Antic  Disk  Desk,  544  Second  Street, 
San  Francisco,  CA  94107.  A 


24 


OCTOBER  1989 


Type-In  Soflu 

Bottleneck  Breaker 

Contest  winner  improves  powerful  BASIC  speed-up  tool 

By  Eric  Woodruff 


The  April  1989  issue  of  Antic  ran  a  program 
called  Bottleneck  Breaker  by  Stan  Lackey. 
This  BASIC  profiler  measured  how  much 
time  a  running  BASIC  program  spent  ex- 
ecuting any  particular  line  or  group  of  lines. 
Once  identified,  the  most  heavily  used  lines 
could  then  be  streamlined  to  speed  up  the 
program's  performance. 

Antic  challenged  readers  to  relocate  the 
profiler's  counters  to  the  130XE's  alternate 
memory  bank,  allowing  the  profiler  to  work 
with  larger  programs.  The  winning  entry. 
Super  Bottleneck  Breaker,  not  only  uses  the 
extra  memory  of  an  XE,  but  features  addi- 
tional modifications  that  make  the  origi- 
nal more  user  friendly.  This  BASIC  program 
works  on  8-bit  Atari  computers  with  at  least 
48K  memory  and  disk  drive. 


ANTIC,  THE  ATARI  RESOURCE 


I  have  made  the  modifications  to 
Bottleneck  Breaker  so  that  the 
counters  are  now  located  in  the 
130XE's  extra  memory. 

In  addition,  I  modified  the  profiler 
to  make  use  of  all  the  130XE's  ex- 
tended memory  and  now  there  is  a 
counter  for  each  line  of  a  BASIC  pro- 
gram from  0  through  31767  inclusive. 
I  have  also  made  changes  that  allow 
the  profiler's  interrupt  routine  to  be 
placed  anywhere  in  memory  with  a 
few  changes  to  the  loader. 

By  default,  Super  Bottleneck 
Breaker  is  loaded  into  Page  6  starting 
at  memory  location  1536.  By  modify- 
ing the  value  of  the  variable  START  in 
line  100,  the  profiler  can  be  placed  at 
a  different  memory  location.  If  you 
prefer  to  reserve  memory  for  it,  you 
can  place  a  REM  on  line  100  and  re- 
move the  REM  from  line  80. 

I  moved  the  profiler  on/off  flag  to 
memory  location  1278  («04FE  hex). 
This  allows  for  the  program's  mobil- 
ity. One  other  thing.  Super  Botdeneck 
Breaker  will  now  detect  if  the  pro- 
gram is  running  or  not,  using  the 
on/off  flag  set  to  on  if  the  program  is 
running  (POKE  1278,  non-zero 
value).  If  the  BASIC  program  is  not 
running,  the  profiler  will  turn  the  flag 
off  for  you  and  stop  profiling. 

Super  Bottleneck  Breaker's  analy- 
sis routine  has  also  been  modified  to 
take  advantage  of  the  extended  mem- 

25 


Don't  forget  us! 


ANTIC,  P.O.  BOX  1569 
MARTINEZ,  CA  9455 J 

a  lam  also  a  start  subscriber. 

New 
Address 


Name 


Address 


City 


ory.  You  can  now  produce  a  report 
to  the  screen  or  printer  for  a  speci- 
fied number  of  bottlenecks  (1-255). 

CAUTIONS 

Ttie  same  cautions  given  in  the 
original  article  still  apply.  The  pro- 
gram you  are  profiling  caimot  use 
lines  1-3  or  31765-31766,  or  you 
won't  be  able  to  add  the  program  lines 
which  control  the  profiler.  If  the 
profiler  tries  to  sample  your  program 
while  the  BASIC  interpreter  is  mov- 
ing from  one  line  to  the  next,  a  gar- 
bage line  number  will  appear  in  the 
final  report.  This  happens  rarely 
enough  that  it  does  not  affect  the  re- 
sults in  any  significant  way. 

One  exception  to  the  original  cau- 
tions is  that  the  only  memory  loca- 
tions the  Profiler  now  uses  are  208 
and  209  (8D0,  »D1  hex).  Still,  if  your 
program  uses  these  locations,  the 
profiler  may  produce  wrong  answers 
or  crash. 

GEHING  STARTED 

Type  in  Listing  1,  PROFILEl.BAS, 
check  it  with  TYPO  II  and  SAVE  a 
copy  to  disk. 

Next,  type  NEW,  then  type  in  List- 
ing 2,  PROFILE2.LST,  check  it  with 
TYPO  II  and  LIST  a  copy  to  disk.  If 
you  have  trouble  typing  the  special 
characters  in  line  2,  don't  type  them 
in.  Instead,  type  in  Listing  4  and 
check  it  with  TYPO  II.  When  you 
RUN  Listing  4,  it  creates  this  hard-to- 
type  line  and  stores  it  in  a  file  called 
LINES.LST  (Make  sure  you  don't  al- 
ready have  a  file  by  that  name  on  your 
disk  before  you  RUN  Listing  4.) 

To  merge  the  two  programs,  type 
NEW,  then  ENTER  "D:PROFILE2.LST" 
and  then  ENTER  "D:LINES.LST  ".  Be 
sure  to  LIST  the  completed  program 
to  disk. 

Now,  type  NEW,  then  type  in  List- 
ing 3,  PROFILE3.BAS,  check  it  with 
TYPO  II  and  SAVE  a  copy  to  disk. 

In  addition  to  the  programs  needed 
to  run  the  profiler,  Antic  Disk  owners 
will  find  three  MAC65  files  on  disk 
containing  source  code  for  the 
profiler  (PROFILE.M65)  and  for  the 


assembler  routines  that  the  profiler 
uses  (MEMCLR.M65,  CNTANL.M65). 
These  files  are  included  for  the  refer- 
ence of  MACy65  programmers  and  arc 
not  needed  to  run  the  profiler. 

USING  THE  PROFILER 

The  procedure  for  miming  the 
Profiler  is  still  the  same  as  the  original: 

1.  RUN  "DrPROFILEl.BAS  "  to  load 
the  Profiler  into  memory. 

2.  LOAD  the  program  to  be 
profiled. 

3-  Check  that  the  program  does  not 
contain  lines  numbered  1,  2,  3,  31765, 
or  31766. 

4.  ENTER  "D:PROFILE2.LST" 

5.  RUN  your  program. 

6.  RUN  "D:PROFILE3.BAS" 
When  you  run  PROFILE3.BAS,  the 

screen  will  blank  and  there  is  a  slight 
delay  while  the  analysis  routine  is 
loaded  into  memory.  You  are  then 
asked  how  many  bottlenecks  you 
want  to  see.  Enter  a  number  from  1 
to  255.  The  program  then  asks  if  you 
are  sure.  If  the  wrong  number  was  en- 
tered, just  type  an  [N]  and  press  [RE- 
TURN]. A  new  value  can  then  be 
entered. 

Next,  the  program  informs  you  that 
the  screen  will  blank  during  analysis 
and  gives  an  estimated  time 
(minutesrseconds)  for  the  analysis. 
The  time  will  vary  from  a  few  seconds 
for  a  small  number  of  bottlenecks,  up 
to  about  8  minutes  6  seconds  for  255 
bottienecks.  To  begin  the  analysis,  just 
press  [START]. 

When  the  analysis  is  complete,  the 
screen  will  reappear  and  the  total 
counts  will  be  accumulated.  A  prompt 
will  then  appear  asking  if  the  report 
wil  be  sent  to  the  screen  or  printer. 
Just  enter  an  [S]  or  a  [P]  depending 
on  your  preference.  A  report  is  then 
prepared  showing  the  line  number, 
number  of  counts,  percentage  of  to- 
tal counts  taken  up  by  the  line,  and 
a  cimiulative  percentage.  A 

Eric  Woodruff  lives  in  Medical  Lake, 
Washington.  This  is  his  first  Antic  ap- 
pearance 

Listing  on  page  40 

OCTOBER  1989 


SUPER  DISK  BONUS 


Adventure  Contest 

Winners 

Fusebox,  Beacbcomber  and  Discovery  Incident 
Article  by  Carolyn  Cusbman,  Antic  Assistant  Editor 


Fusebox 

When  Antic  pub- 
lished David 
Wooley's  Adven- 
ture Works  article 
in  the  April,  1989  issue,  we 
challenged  teaders  to  come  up  with 
their  own  text  adventures,  based  on 
Wooley's  sample.  We  received  a 
niunber  of  impressive  entries  and 
had  an  enjoyable  time  picking  out 
the  most  entertaining  of  the  bunch. 
Although  most  of  entries  had  fan- 
tasy adventures,  two  of  the  adven- 
tures that  showed  the  most 
dramatic — and  most  imaginative — 
improvements  had  very  prosaic 
scenarios.  The  object  of  Ray  Irish's 
Fusebox  is  to  change  a  fuse.  Beach- 
comber by  J.G.  Ulman  takes  you  to 
the  beach  and  boardwalk  for  a  tricky 
seaside  treasure  hunt. 

But  for  a  science  fiction  adven- 
ture, David  Woolley  himself  returns 
with   The  Discovery  Incident,   a 


Beachcomber 

mystery-adventure  that  puts  you  on 
an  abandoned  spaceship  with  an  un- 
known alien  threat. 

You'Vl  find  all  three  text  adven- 
tures on  this  month's  Antic  Disk. 
Separate  HELP  flies  with  lists  of 
verbs,  etc.  are  provided  for  Fusebox 
and  Discovery  Incident.  Beach- 
comber includes  such  information 
as  part  of  its  title-screen  sequence. 

Since  these  ate  BASIC  programs, 
you  can  RUN  them  directly  from  the 
Antic  Disk.  But  if  you  want  to  SAVE 
your  game  to  disk  you  will  need  to 
copy  the  text  adventure  to  another 
disk  containing  the  DOS.SYS  file. 
Both  Fusebox  and  Discovery  Inci- 
dent will  let  you  SAVE  your  game. 
All  three  games  require  a  minimum 
of  48K  memory. 

As  in  our  original  sample  adven- 
ture, most  commands  require  a 
VERB/NOUN  combination,  such  as 
EXAMINE  BED  or  FLUSH  TOILET. 


OBJECTS :HOHE , 
EXITS: SOUTH  EftST 


HHAT  HOH?ftCTIVATE  COMPUTER 

HMAT  HOH?REftD  COMPUTER 

IT  READS: 

HftyAGfiTIOH     COHPUTER;COURSE     [ 

STrtRSHIP     DISCOMERV'S     COURSE 

tAeSTIHATIOH:PLftHET     EARTH. 

OISTAHCE:49  LYS. 

HHrtT  HOH?i 


Discovery  Incident 

In  all  three  games,  direction  com- 
mands require  only  a  single  letter  To 
move  north,  south,  east  or  west  type 
N,  S,  E  or  W.  Our  testers  found  this 
modification  particularly  handy — 
typing  GO  and  a  direction  every 
time  you  move  gets  tedious  soon. 
And  now,  here  are  the  storylines 
for  the  wiiming  games: 

FUSEBOX 

Late  one  night  you  find  yourself 
alone  in  your  new  home  using  all  of 
your  modem  electrical  home  appli- 
ances at  the  same  time  Not  a  wise 
thing  to  do,  however,  because  you 
just  blew  a  fuse.  It's  up  to  you  to  re- 
store electric  power  to  your  cozy 
home  Sounds  easy?  Think  again! 
"Vbu  don't  even  know  your  way 
around  your  new  house,  much  less 
where  anything  is.  "tou  can't  even 
find  your  cat,  who's  been  missing 
since  you  moved  in.  .  .  p- 


ANTIC.  THE  AIARI  RESOURCE 


27 


Fusebox  author  Ray  Irish  added 
some  fancy  screens  and  special  ef- 
fects that  almost  make  dying  worth 
it.  To  make  things  trickier,  the  list- 
ing has  been  encrypted  by  the  au- 
thor. \bu  can't  just  read  the  program 
listing  to  figure  out  the  objects  and 
commands  you  need. 

Fusebox  has  relatively  few  rooms 
to  explore,  but  a  lot  is  packed  into 
those  few  rooms.  It's  a  good  idea  to 
make  a  map,  so  you  don't  miss  any- 
thing. Most  of  the  things  you  find 
do  something — if  the  command  you 
use  doesn't  work,  try  another. 

Kay  Irish  of  Federal  Wxy,  WasYung- 
ton  is  20  years  old.  His  interests  in- 
clude Japanese  comics  and  anima- 
tion, British  science  fiction 
television,  Christian  metal  music  and 
restoring  his  1964  Olds  Cutlass  con- 
vertible. To  top  it  off,  he  currently 
works  for  Toys  'R  Us. 

BEACHCOMBER 

To  play   Beachcomber,   RUN 


BEACH.BAS  from  this  month's  Antic 
Disk.  Beachcomber  opens  with  a 
handy  information  screen  full  of 
commands  and  a  short  scenario. 
Then  press  [RETURN]  and  the  actual 
adventure  (in  the  file  BEACH  .GAM) 
will  RUN. 

Among  other  modifications  in 
this  adventure,  you  can  drop  items 
and  come  back  to  them — but  items 
left  unattended  may  well  be  stolen. 
There's  also  a  number  of  things  you 
can't  do  unless  you  do  something 
else  first,  adding  to  the  challenge  of 
the  game.  If  it  seems  that  the  shops 
on  the  boardwalk  arc  all  closed, 
keep  exploring.  At  worst  you'll  just 
have  to  retreat  to  your  hotel,  sim- 
bumt  and  thirsty,  without  your 
treasures. 

What  makes  Beachcomber  partic- 
ularly interesting  is  the  tricky  solu- 
tions some  of  the  problems  require. 
"Vbu'll  find  some  things  you  need 
with  ease,  while  others  prove  mad- 
deningly elusive  Once  you  solve  the 


various  puzzles,  you  should  be  able 
to  complete  the  adventure  in  about 
15  minutes — but  don't  expect  to  be 
able  to  do  so  the  first  time  out,  or 
even  the  fourth. 

DISCOVERY  INCIDENT 

David  Woolley,  author  of  the 
original  Escape  From  Bamaby's 
Isle,  returns  with  a  science  fiction 
mystery,  the  Discovery  Incident. 
You're  the  captain  of  the  storship 
Discovery,  and  you  just  awakened  in 
the  ship's  infirmary — ^with  a  slight 
case  of  amnesia.  Your  crew  has  dis- 
appeared, and  there's  a  strange,  alien 
carmister  in  the  launch  bay.  It's  up 
to  you  to  figure  out  what  happened 
and  save  Earth  from  an  alien  threat. 

The  Discovery  Incident  is  on  the 
Antic  Disk  as  ADVENT.BAS.  This 
text  adventure  even  includes  a  menu 
and  a  special  "high  tech"  character 
set.  If  you  prefer  the  standard  Atari 
characters,  you  can  SWAP  SETS  from 
the  menu.  A 


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GAME  OF  THE  MONTH 


T^'pe-In  Softtrare  I 


Beam  Me  Up! 

Stuck  inside  the  radioactive  caverns  beneath  Mars- 
With  your  transporter  going  nuts 

By  Steven  Ginzburg 


Your  one-man  shuttle  craft 
streaks  through  the  upper 
atmosphere  of  the  mysteri- 
ous planet.  As  you  watch 
the  red  surface  glide  past,  you  won- 
der if  you'U  die  of  radiation  poison- 
ing or  return  to  Earth  a  hero.  Suiting 
up,  you  ignore  the  computer's  con- 
stant warnings  of  dangerous  radiation 
levels.  Radiation  can  have  strange  ef- 
fects on  radio  transmissions  and  trans- 
porter beams,  not  to  mention  hu- 
mans, but  you'd  rather  die  a  hero  than 
survive  as  a  coward. 

The  transporter  painlessly  disas- 
sembles you,  atom  by  atom,  and  reas- 
sembles you.  .  .somewhere.  After 
several  minutes  your  eyes  adjust  to  the 
dark.  Patches  of  radioactive  mold  pro- 
vide an  eerie,  dim  illumination.  Oh 
no,  you're  not  on  the  planet's  surfiice, 
but  miles  below,  in  a  string  of  caverns. 

"tour  sensor  tells  you  that  gravity  is 
weak  and  air  is  almost  non-existent — 
but  the  radiation  is  very  strong.  Your 
suit  will  protect  you,  but  one  touch 
of  the  mold  would  be  fatal. 

Radiation  makes  contact  with  your 
ship  impossible,  and  your  transporter 
is  going  crazy.  If  you  don't  keep  mov- 
ing, you  will  be  zapped  somewhere 
else  \bu'll  never  get  back  to  your  ship 
unless  you  reach  the  surface. 

GETTING  STARTED 

Type  in  Listing  1,  BEAM.BAS,  check 
it  with  TYPO  II,  and  SAVE  a  copy  to 


Struggle  your  Tvay  back  to  the  sur- 
face of  Mars  in  this  game  that  com- 
bines challenging  BASIC  action 
and  easy-to-create  Micro  Illustrator 
screens.  This  BASIC  program  works 
on  8-bit  Atari  computers  with  at  least 
48K  memory  and  disk  drive 


disk. 

If  you  have  trouble  typing  the  spe- 
cial characters  in  Lines  30,  310,  336, 
810-840,  860-870,  910,  1020-1045, 
don't  type  them  in.  Instead,  type  in 
Listing  2.  When  RUN,  this  program 
creates  these  hard-to-type  lines  and 
stores  them  in  file  called  LINfES.LST. 
To  meige  the  two  programs,  type 


NEW,  then  LOAD  Listing  1, 
"DrBEAM.BAS "  and  then  ENTER 
"D:LINES.LST  ".  Be  sure  to  SAVE  the 
completed  program. 

Listings  3  and  4  contain  Micro  Il- 
lustrator game   screens,    in   BASIC 
loader  formats.  Type  them  in,  check- 
ing them  with  TYPO  U.  When  RUN, 
continued  on  page  32 


ANTIC,  THE  AEUU  RESOURCE 


29 


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continued  from  page  32 
these  listings  will  create  flies  named 
LEVELl.PIC  and  LEVEL2.PIC  (make 
sure  you  don't  already  have  files  by 
these  names  on  disk). 

Antic  Disk  users  will  find  nine 
complete  screen  files  already  on  their 
disk.  The  program  will  work  with 
anywhere  from  one  to  nine  screens, 
as  long  as  the  names  have  the  num- 
bered format  above.  When  the  pro- 
gram can't  find  the  next  screen  in  or- 
der, it  will  go  to  the  ending  routine. 

PLAYING  THE  GAME 

You  start  in  the  lower-right  comer 
of  the  screen,  and  try  to  move  to  the 
hole  on  the  left,  maneuvering  the  lit- 
tle man  with  a  joystick  in  port  1.  In 
most  places  you  will  be  able  to  move 
fiieely,  left  and  right  or  up  and  down, 
following  the  terrain.  Just  be  careful 
not  to  touch  any  of  the  glowing  stuff! 

To  avoid  the  patches  of  color- 
shifting  mold,  you  can  jump  or  climb 


QUESTIONS 

ABOUT  YOUR 

SUBSCRIPTION? 

Get  an  answer  fast! 

Call 
(415)  372-6002 

Write: 
Antic  Customer  Service 

P.O.  60x1569 
Martinez  CA  94553 


on  ropes  and  ladders.  To  jimip,  press 
the  button  on  your  joystick,  and  move 
the  stick  left,  right  or  up.  Because  of 
the  light  gravity  you  will  jump  for  and 
fall  slowly.  If  at  any  point  you  get 
stuck,  press  [OPTION]. 

ADDING  SCREENS 

This  game  uses  screens  created 
with  Micro  Illustrator  software.  Tfou 
can  easily  make  your  own  screens  for 
the  game.  (Other  picture  formats  can 
be  converted  to  Micro  Illustrator  us- 
ing the  Rapid  Graphics  Converter  in 
the  November  1985  issue  of  Antic.) 

Anything  made  in  the  first  color 
(the  default  is  gold)  is  the  regular 
ground.  If  you  come  to  a  wall  of  this 
color  the  litde  man  will  climb  right 
up  it,  automatically. 

The  second  color  (green)  is  used  for 
climbable  objects,  such  as  ropes  or 
ladders.  Don't  make  a  border  in  this 
color  or  your  man  could  climb  right 
off  the  screen! 

The  third  color  (blue)  is  the  deadly 
material.  The  program  makes  this 
color  glow  automatically. 

Save  your  picture  as  you  would 
normally,  but  use  the  filename 
D:LEVELx.PIC.  Be  sure  to  replace  the 
X  with  the  level  number  you  want. 
Level  numbers  can  go  from  one  to 
nine.  The  program  starts  with 
LEVELl.PIC,  then  moves  to 
LEVEL2.PIC,  and  so  on.  When  the 
program  can't  find  the  next  picture, 
then  the  game  is  over,  and  you  escape. 

When  making  your  levels,  there  are 
a  few  things  to  remember.  You  should 
put  a  border  on  the  screens.  If  you 
don't,  the  man  might  climb  or  fall  out 
of  existence.  \bu  need  to  leave  room 
for  the  man  at  the  lower  right  corner 
of  the  screen,  where  he  begins  each 
level.  Also,  be  sure  to  leave  a  hole  in 
the  left  border  for  the  man  to  go 
through  to  finish  the  level. 

Keep  the  little  man's  size,  jump 
height  and  distance  in  mind.  You 
might  want  to  make  an  almost  empty 
level  to  test  the  man's  capabilities. 
Remember  too  that  you  only  jump  as 
long  as  you  hold  down  the  button. 


Short  jumps  can  be  useful,  and  as 
challenging  as  the  longest  jimips. 

When  playing,  you  may  note  that 
the  man's  feet  sometimes  seem  to  sink 
below  the  top  of  the  ground.  This  ef- 
fect is  caused  by  the  program's  move 
routine.  Make  your  ground  at  least 
four  pixels  deep. 

Let  your  creativity  run  wild.  You 
can  make  levels  in  fun  shapes,  such 
as  animals  or  words.  The  deadly  third 
color  can  take  any  shape — spikes, 
spiders,  snakes  or  anything  else  you 
can  think  of. 

For  that  matter,  don't  limit  yourself 
to  just  gold,  green  and  blue.  These  are 
only  the  default  colors.  Make  your 
levels,  including  the  backgrounds,  any 
color  you  want.  %u  can  even  make 
some  things  the  same  color  as  the 
background,  so  they  appear  invisible. 
Just  remember  that  the  third  color 
will  flash  no  matter  what  you  do. 

PROGRAM  TAKE-APART 

In  creating  this  game,  I  used  many 
of  my  fevorite  programming  tricks,  in- 
cluding Player/Missile  graphics,  string 
manipulation,  a  machine  language 
screen  loader,  and  many  other  ideas. 

0-5  Initialization 

10-70  Title  Screen 

100-260  Initialize  P/M  graphics 

300-450  The  heart  of  the  program: 
reads  joystick,  moves  the  character, 
determines  character  location,  and 
flashes  the  deadly  stuff 

500-580  Loads  the  screen600650 
Subroutine  that  moves  A$  to 

P/M  area 

700-749  Death  routine 

750-880  Set  up  MAIN$— screen 
load  routine 

900-990  Subroutine — Beam  me  up! 

1000-end  Win  routine     A 

Steven  Gimiburg  is  a  budding  12-year-old 
programmer  from  Aptos,  California, 
and  is  an  honors  student  at  Aptos  Jun- 
ior High.  He  has  been  using  Atari  com- 
puters since  he  was  five  and  currently 
oivns  three  of  them.  This  is  his  first  ap- 
pearance in  Antic. 

Listing  on  page  34 


32 


OCTOBER  1989 


SOFTWARE  LIBRARY 


TYPING  SPECIAL  ATARI  CHARACTERS 


The  Atari  Special  Characters  and 
the  keys  you  must  type  in  order  to 
get  them  are  shown  below; 

For  [CONTROL]  key  combina- 
tion, hold  down  [CONTROL]  whUe 
pressing  the  next  key.  For  inverse 
[CONTROL]  [A]  through 
[CONTROL]  [Z],  press  the  [3] 
key— or  [>k  ]  on  the  400/800— then 
release  it  before  pressing  the  next 
key.  (Press  [  H  ]  or  [  ./k  ]  again  to  turn 
off  inverse.)  For  [ESC]  key  combina- 
tions, press  [ESC]  and  then  release 
it  before  pressing  the  next  key. 

Carefully  study  the  chart  above 
and  pay  close  attention  to  differ- 
ences between  lookalike  characters 
such  as  the  slash  key's  [/]  and  the 
[CONTROL]  [F]  symbol  [0]. 


NORMAL  VIDEO 

FOR                  TYPE 

FOR             TYPE 

THrS                 THIS 

THrS             THIS 

BCTRL    , 

ffi  CTRL  S 

QBCTRL  A 

m  CTRL  T 

a  CTRL  B 

B  CTRL  U 

ffl  CTRL  0 

D  CTRL  V 

91  CTRL  D 

e  CTRL  W 

ffl  CTRL  E 

ffl  CTRL  X 

0CTRL  F 

B  CTRL  Y 

S  CTRL  G 

ffl  CTRL  Z 

a  CTRL  H 

H  ESC  ESC 

a  CTRL  I 

ffl  ESC  CTRL   - 

B  CTRL  J 

ffl  ESC  CTRL   = 

H  CTRL  K 

ffi  ESC  CTRL  + 

E  CTRL  L 

ffl  ESC  CTRL   * 

n  CTRL  M 

m  CTRL    . 

â–ˇ  CTRL  N 

ffi  CTRL    ; 

D  CTRL  0 

OD  SHIFT  = 

m  CTRL  P 

B  ESC    SHIFT 

ffl  CTRL  Q 

CLEAR 

e  CTRL  R 

8]  ESC  DELETE 

IB  ESC  TAB 

INVERSE  VIDEO 

FOB 

TYPE 

THIS 

,              THIS 

â–ˇ 

ESC 

SHIFT 

DELETE 

El 

ESC 

SHIFT 

INSERT 

â–ˇ 

ESC 

CTRL 

TAB 

â–ˇ 

ESC 

SHIFT 

TAB 

D 

A  CTRL    . 

â–ˇ 

A  CTRL    ; 

0 

A  SHI  FT  = 

â–ˇ 

ESC  CTRL  2 

â–ˇ 

ESC 

CTRL 

DELETE 

D  ESC                      1 

CTRL 

INSERT 

TYPO  II  AUTOMATIC  PROOFREADER 

TYPO  II  automatically  proofreads  Antic's  type-in  BASIC  listings.  Type  in  the  listing  below  and  SAVE  a  copy  to  disk 
or  cassette.  Now  type  GOTO  32000.  At  the  prompt,  type  in  a  single  program  line  without  the  two-letter  TYPO  II 
code  at  the  beginning.  Then  press  [RETURN] . 

Your  line  will  reappear  at  the  bottom  of  the  screen.  If  the  TYPO  II  code  does  not  match  the  code  in  the  magazine, 
then  you've  mistyped  your  line. 

To  call  back  a  previously  typed  line,  type  [*],  then  the  line  number,  then  [RETURN].  When  the  completed  line  ap- 
pears, press  [RETURN]  again.  This  is  how  TYPO  II  proofreads  itself. 

To  LIST  your  program,  press  [BREAK]  and  type  LIST  To  return  to  TYPO  II,  type  GOTO  32000.  To  remove  TYPO 
II  from  your  program,  type  LIST  "D:FILENAME",0,31999,  then  [RETURN],  then  NEW,  then  ENTER  "D:FILENAME", 
then  [RETURN].  Now  you  can  SAVE  or  LIST  your  program  to  disk  or  cassette. 


t^ 


Don't  type  ttie 
TYPO  II  CodesI 


MB 
Uti 
HS 

BN 

YC 

EM 
H5 

XH 


TH 
MF 


32888  REM  TYPO  II  BY  ANDY  BARTON 

32018  REM  UER-  1-8  FOR  ANTIC  MAGAZINE 

32028  CLR  :DIM  LINES  C128  J  =  CLOSE  >«2:CL0 
5E  a3 

32838  OPEN  »2 , 4 . 0 . "E" : OPEN  »3.5.8,"E" 

32840  ?  •■'«■•:  POSITION  11,1:?  "DiaBlinDnB" 

32858  TRAP  32048 : POSITION  2.3:?  "Tupe 

in  a  progran  line" 

32860  POSITION  1.4:?  "  ■•:INPUT  »2;LINE 

S:IF  LINES=""  THEN  POSITION  2,4:LI5T  B 

:GOTO  32060 

32070  IF  LINESC1,1J="M"  THEN  B=UALcLIN 

ES t2,LENtLINES>>> :P05ITI0N  2.4!LI5T  B: 

GOTO  32068 

32080  POSITION  2,10:?  "CONT" 

32090  B  =  UAL  tLINESJ  :POSITION  1,3:?  "  ••; 


NY 
CN 
ET 

CE 
OR 


UU 

UJ 
JU 
EH 
BH 
HB 
IE 

UG 


2188 
2110 
2120 
:POS 
2130 
2140 
INES 
TO  3 
2158 
NS+  c 
2160 
2178 
2188 
2198 
2288 
2218 
LCOD 
2228 
Nat 
owe  â–  


PO 
PO 

itl 
C  = 
PO 

285 
FO 

C»A 
CO 
CO 
HC 
LC 
HC 
PO 

E> 
PO 

ch 

•■  :  G 


â– â– DaSHIHUUB 


KE     842,13:ST0P 

KE    842,12 

"IS":  POSITION     11,1! 

ON    2,15:LI5T     B 

8:  ANS  =  C 

SITION     2,16:INPUT    »3;LINES:IF 

THEN     ?     "LINE     ";Bj"     DELETED":G 
8 

R    0=1     TO     LENCLINESJ :C=C+l: ANS= 
SCCLINESCD,D>>> :NEXT     D 
DE=INTcAN5^676> 
DE=ANS- cC0DE»676J 
DDE  =  INT  tC00E-'26> 
0DE=C0DE- cHCaDEM26>+e5 
ODE=HC0DE+65 
SITION    8,16:?    CHR$ cHCODEi ; CHR$ 


SITION     2,13:? 
press    WiJtianimifll 
OTO    32858 


â– If    CODE    does    no 
and    edi  t     line    a 


ANTIC  SOFTWARE  LIBRARY 


33 


STUCK  INSIDE  RADIOAaiVE  MARTIAN  CAVERNS 


BEAM  ME  UP! 


Article  on  page  29 


LISTING  1 


Oon't  type  the 
TYPO  II  Codes!' 


-t^ 


vu 

BN 
CL 
FN 
AP 
AC 
RE 

n^ 

TM 

GF 
FH 
lU 
KT 
UE 
FJ 
ZD 
XC 

nc 

BF 

ZV 
LU 
UX 
SK 
EB 
JC 
KI 
UU 

nu 

TC 
PY 
OZ 
VV 
ZH 
5V 
SU 

YJ 
BQ 
TI 

PK 
RI 
BB 

XL 
FO 


NA 
UK 


YR 
JB 

Tfi 
XF 
JV 


PA 
TJ 
FH 

DY 

SE 

Z5 

UU 

Y5 


e  REM  BEAM  HE  UP 

1  REn  BY  STEUEN  GINZBURG 

2  REM  CC11989  ANTIC  PUBLISHING  INC 

4  Din  A$cl28i .FNS C151 

5  N=l:GOTB  186 

7  AS  CY.Y  +  9>="BBBfflmiSfflB":  RETURN 

18  GRAPHICS  2!P0KE  559,46:PaKE  718. 8:P 

OKE  53256. 8:REn  TITLE  SCREEN 

12  7  !  ?  !  ?  !  ?  !  ?  "BlBBeBBBBBBBBeeBHHHHB 

BBeeBBBBBBBBBBBBBB  â–  


15  POKE  752.1:P0KE  789.15!P0KE  788.287 

17  FOR    1=8    TO    18 

28  ?    »»6;"  fflBEAtia^    ftlllE    UPBH" 

22  NEXT    I 

23  POKE    53256.8 
25  POKE    53248,128 

38    AS  t99.186>="S<BHiB<SS" 

48  Y=188:G0SUB  988 

58  ?  :?  "btf  Steve  Ginzburs":?  s?  " 

PRESS  START** 
68  POKE  16.e4:P0KE  53774 . 64 : REM  DISBLE 

BREAK  KEY 
78  IF  PEEKC53279»=7  THEN  78 : REM  WAIT  F 
OR  START 
88  RETURN 

188  PM-PEEKC186J-36 
185  GOSUB  758 
118  GOSUB  688 

128  L=e!REM  INITIALIZE  PM  GRAPHICS 
178  POKE  623.2 
188  POKE  784.18 
198  POKE  53277.3 
288  POKE  54279. PM 
285  GOSUB  18 

218  ASC1»="B**!  AS  tl28J=*'B" 
228  ASC2>=AS 
238  POKE  19.e:P0KE  28,8 
258  GOSUB  588:REM  DRAU  SCREEN 
266  POKE  559.46 
388  POKE  53278. X:POKE  53248. X:REM  MOUE 

ROUTINE 
382  POKE  77.e:REM  STOP  ATTRACT  MODE 
385  POKE  7ie.RND(8>«255 

318  ASCY.  Y  +  7>=**S<fflHB<SS"!REM  PUT  CHARA 
CTER  ON  SCREEN 
328  IF  X<46  THEN  218 
338  TRAP  788:nX=X-44!MY=Y»2-23 
332  M=cMY»«168  +  MX>''4!R=cM-INT  cM>»«4iM=I 
NTtM>+SC:B=PEEKcM> 
334  POKE  283.R:P0KE  285.B 
336  Z  =  U3R(ADR  c**aQa[lQ[anB[3BFnF[iBH[tlBB[BQM>'. 

[>iana?i8S[aa«t3ijiiF[iFnn[aBBiiihfiB"i>  :REn  ml  rout 

INE  -  BIT  DECODER 

338  Z=PEEKt2B4J STRAP  48888 

348  IF  PEEKC53279>:=3  OR  PEEKtl9»=19  TH 

EN  GOSUB  988:G0T0  388:REM  IF  TIME  OUT 

OR  OPTION  HIT 

350  IF  Z=l  AND  A=8  THEN  378 

368  IF  Z=l  THEN  GOSUB  7:Y=Y-2:G0T0  388 


378  P 
380  F 
408  I 
B  7sB 
OUND 
482  B 
485  I 
418  I 
F  J<4 
415  I 
.8 

428  S 
AD  JO 
425  G 
438  X 
OT  J 
435  I 


OKE  53278 
OR  1=8  TO 
F  A=8  AND 
=  B  +  l:  Y  =  Y  + 
8. Y.18.4: 
=0!IF  J>= 
F  A>3  AND 
F  STRIGC8 
THEN  V=Y 
F  STRIGC8 

=STICKC8J 
VSTICK  AN 
OSUB  7 
=X+2»cS<8 
THEN  SOUN 
F  A02  AN 


>X 

5:NEXT  I : A=PEEK C53252» 

CJ 
1+c 
J  =  8 
7  T 

A< 

»=e 

-2 

>=i 


l>=7  OR  J=e> 
[B>15i :SOUND 

GOTO  388 
rUEN  J=8 
17  THEN  788 

THEN  GOSUB 
SOUND  1.288 


THEN  GOSU 
1.8,8.8:S 


7!  J  =  J  +  l:I 
J»»4,ie,4 


THEN  J=e:SOUND  1,8.8 


IF  5=15  THEN  445:REM  RE 
D  ADJUST  X  AND  Y 

J-2»cS>8  AND  S<13>!IF   N 

D  8.188.16,8 

D  A<>3  AND  A05  THEN  445 


EM  448  Y  =  V  +  3»»<INTCS''4>»4  =  S-1J -2«<INT  C5''2> 

34 


UL 
MN 
DX 


JT 
YB 

01 
LU 
RO 
ZU 
TM 
TG 
YM 
JR 
NX 
FF 

nc 

TD 
ZR 
YA 
CU 
JX 

lA 
GP 
OZ 

OC 
ZM 
OF 

UT 
TH 
EL 
UA 
PO 
ZO 

EG 

TX 

GD 

un 
nu 
t\u 

UA 
PF 
DN 
DN 
GT 

00 

FJ 


EI 


ET 

UU 
TZ 


OT 
ZU 

ua 

UT 
RO 


=  S''2>:IF   NOT  J  THEN  SOUND  8.175-Y.ie. 

8 

445  SOUND  8.8.8,8 

458  GOTO  388 

500  GRAPHICS  8+16:DL=PEEKc560>+256»PEE 

KC561]:P0KE  559.e:P0KE  53248. 0:REn  LOA 

D  SCREEN 

582  FOR  1=8  TO  199 

583  IF  PEEKCDL+I»=15  OR  PEEK CDL+I> =15* 
64  THEN  POKE  DL*I . PEEK cDL+I» -1 

584  NEXT  I:SC=PEEKc88>+256*PEEKt89> 

585  POKE  559.8 
518  L=L+1 

515  TRAP  180e:IF  L=10  THEN  1808 

528  FNS  =  **D:LEUEL  .PIC** 

538  FNS t8.8>=STRScL> 

548  OPEN  «1.4.8.FNS 

545  TRAP  48888 

558  A=USRcADRcMAIN$ii 

568  X=195!Y=184 

565  CLOSE  Ml 

578  POKE  559,46 

580  RETURN 

680  REM  START  STRING  USEAGE  AS 

618  UUTP=PEEKcl34>+256»PEEKtl35> 

628  0=tPM»»256  +  512J  -PEEKci4  8>-PEEKcl41> 

»»256 

630  POKE  UUTP+3,INT t0^256> 

648  POKE  UWTP+2,0  INTC0'256>»256 

645  AStl>="B**:  AScl28J='*ffl**!HEM  CLEAR  AS 


647  AS<2>=AS 

658  RETURN 

708  SOUND  1,6,8,8! 


Y=l:REM  DEATH  ROUTIN 


X:POKE  53256,6: V=2:RETU 
X-4:P0KE  53256,1: Y=3!RE 
X-12:P0KE  53256.3: Y=l:R 


785  FOR  1=1  TO  35 

710  R=RNDc0i iPOKE  784,Rk255 

728  SOUND  e,RM255,16,8 

722  ON  Y  GOSUB  725,726,727 

723  GOTO  738 

725  POKE  53248, 
RN 

726  POKE  53248, 
TURN 

727  POKE  53248, 
ETURN 

736  NEXT  I 

735  SOUND  8,8,0.0 

745  GOTO  118 

758  DIM  MAINS C342> :REM  ML  ROUTINE  TO  L 

OAD  SCREEN 

768  RESTORE  886 

776  FOR  A=1536  TO  1556 

788  READ  B : POKE  A.B 

798  NEXT  A 

888  DATA  162,16.169.1.157.72.3,169,6.1 

57. 73. 3. 32. 86. 228, 48.1. 96. 184. 104, 96 

818  MAIN$  =  " hlBieEIISiaBMieiflRDDKiaBQECIEI^aHf IDWDI 

^iQBnD  Bi^iQDfisiiinnnQBSEinQ  <  uam^m  *  * 

828  MAINS  c55>=**B[9ani«Bnea(aH[cirina  m^wsm^wti 

838  MAINS cii5i="QQxaaariiQYn^as  wif^anta'-aw 

846    MAINSC1751=**  b^EamnflBB  ^  ld[:iE]Dl^i;i[d[r|[itnani:K[il 
850    MAINSC228i=CHRSC155> 

866  MAINS  c229>=**sarjiiB[aRmaBaQBnDaBapeDaD 
DBeseimnnaxso[a''ais[aaii]BBEi[Set9amaDanaDcineSEi 

ma" 

876    MAINS  c291>=**mSBSaneace[riEIDDBaOeSa^B 

QramQBQBBBDDBaiveDnQaBesamQGasnEjis** 

886  RETURN 

986  FOR  I  =  l  +  28»»c  NOT  N»  TO  Y  +  7:REM  BEA 

n    ROUTINE 

965  SOUND  1.6.6.6 

916  A  =  05RCADRc**hBB[l)BSin»**l>  :REM  GET  RAN 

DOM  NUMBER  AND  PUT  IN  784 

OCTOBER  1989 


BC 
BO 
GF 
FQ 
JH 
OH 
GN 
KQ 
VR 
HO 
BN 
PG 
FP 

EY 

GF 

DI 

ZG 

PV 
IN 
JD 
ZR 
NR 
UG 
OS 

CB 


920    nscI,I>=CHR$cPEEKc7a4i> 

925  SOUND  e. 1,12. 10 

930  NEXT  I 

940  SOUND  0,e.0,0:POKE  704.10 

950  FOR  I=V+7  TO  1  STEP  -1 

960  ftScI,lJ="B" 

970  NEXT  I 

980  POKE  704,10 

990  X=195:V=105!N=1 SPOKE  19.0:RETURN 

1000  GRAPHICS  0:REn  UIN  GAME  ROUTINE 

1010  POKE  559,0:POKE  712 . PEEK C710i 

1015  POKE  752.1 


1020  ? 


annnnnnnnannannnnnnnnns 


LiiuaBULiaauaaui 


■□□□□□□□□□■u 


CnnBaeeBBeBBfil   BBBBBBBBBBBn 


1030  ?  • 

1035  7  • 

ca  •• 

1040  POKE  559.46:  V  =  lO0:fl$  cl0e>="$<BSlS< 

1045  POSITION  2.22:?  ••      BBBBBBBBBeeB 

BBBBBVOUBESCflPEDBB" 

1050  POKE  53248. 120:N=l:GOSUB  900 

1055  POSITION  2.22!?  "H" 

1060  POSITION  2.0:X=100 

1065  FOR  N=0  TO  3 

1070  SOUND  0.X.8.8 

1080  ?  -n"; 

1090  FOR  V=e  TO  100:NEXT 

N 

1100  N=0:GGTO  110 


Y!X=X-20:NEXT 


LISTING  2 


FC 
BJ 
GD 
EU 

IJ 
PR 

UO 

RD 

PY 

TH 
UB 

MY 
KB 
PU 

LU 

BO 
VC 

DM 

BK 

MM 


CM 

UQ 

AR 
PU 
AL 

JU 
BL 


ZT 
JB 
EP 
UV 


10  R 

20  R 

30  R 

40  R 

OTHE 

50  R 

60  D 

EEKt 

70  F 

AME 

80  ? 

5 

90  I 

581 

108 

110 

TIC" 

120 

130 

140 

se  s 

158 

C  =  l 

160 

178 

2,25 

180 

wn  •  ■ 

198 

l:NE 

288 

MANY 

E!"! 

218 

LIN 
228 
sset 
238 
248 
258 


EM  BEAM  ME  UP.  LISTING  2 
EM  BY  GINZBURG 

EM  cc>  1985.1988  ANTIC  PUBLISHING 
EM  CLINES  18-258  MAY  BE  USED  MITH 
R  BASIC  LOADERS  IN  THIS  ISSUE. 
EM  CHANGE  LINE  70  AS  NECESSARY.* 
IM  FN$(20> .TEMPS t20J .ARSC93>:DPL=P 
10592* :POKE  18592.255 

NS="D:LINES.LST":REM  THIS  IS  THE  N 
OF  THE  DISK  FILE  TO  BE  CREATED 
"Uraisk  or  Hassette?"; :POKE  764.25 


F       NOT     CPEEKC764*=18    OR    PEEKc764>= 

THEN    98 

IF  PEEKc764>=ia  THEN  FN«  =  "C  :  •• 

POKE  764.255:GRAPHICS  8:?  "       AN 

S  GENERIC  BASIC  LOADER" 

?  ."BY  CHARLES  JACKSON" 

POKE  10592. DPL:TRAP  208 

?  :?  :?  "Creating  ";FNS:?  "...piea 

tand  by." 

RESTORE  :READ  LN>LM=LN:DIM  A$CLNi: 

AR$="":READ  ARS 

FOR  X=l  TO  LENCAR$1  STEP  3:P0KE  75 

5 

LM=LM-1!POSITION  10.10i?  " cCountdo 

.T-";INTcLM^10» ;"> 

A$CC.C>=CHR$CUALCAR$CX.X«211>:C=C« 

XT  X:GOTO  160 

IF  PEEKci95»=b  THEN  ?  :?  :?  "HTOO 

DATA  LINES!":?  "CANNOT  CREATE  FIL 
END 

IF  C<LN+1  THEN  ?  :?  "BTOO  FEM  DATA 
E5!":?  "CANNOT  CREATE  FILE!"!END 
IF  FNS="C:"  THEN  ?  :?  "  Prepare  ta 
te.  press  [RETURN!" 
OPEN  ttl.8.8.FNS 

POKE  766.1:?  ttl;A$;:POKE  766.8 
CLOSE  Ml:  GRAPHICS  8:?  "BSUlliJiant^aiMin 


1888 

1010 

49048 

03683 

1020 

36060 

03288 

1038 

83B67 

88508 

1048 

10070 

03720 

1050 

83024 

03207 


DATA 
DATA 

05404 

41550 

DATA 

02412 

00850 

DATA 

0B206 

30820 

DATA 

2040? 

51332 

DATA 

14423 

78760 


807 

0510480328 

1861034836 

5104984803 

8488898448 

6024868836 

8403206707 

0650670840 

9869878155 

4806506808 

1691921332 

0204056233 

0416988385 

2818082488 

8184096834 

3208287988 


6583604 
0688241 
2065836 
8984305 
0360340 
2065882 
6988283 
0510510 
2040034 
0416520 
8010241 
6229203 
0907020 
0410418 
5084073 


00570570440 
26024060036 

50410610340 
58082069877 

20790788328 
54032090061 

32010002400 
44242165204 

48782042302 
58082069077 


CG 
Tl. 
DF 
BF 
NV 
MD 
FA 
RI 
SP 
PD 
SL 
AH 
SU 

LK 
DO 
KU 
LU 
DA 
ST 
BY 
LP 
JE 


10 
68 
06 
10 
03 
15 
10 
40 
05 
10 
34 
00 
11 
32 
16 
11 
32 
23 
11 
40 
23 
11 
32 
05 
11 
32 
24 
11 
24 
16 
11 
40 
88 
11 
81 
80 
11 


60  DAT 
069067 
507307 
70  DAT 
169000 
707300 
80  DAT 
016281 
605004 
90  DAT 
024144 
616523 
00  DAT 
000006 
523214 
10  DAT 
077065 
816508 
20  DAT 
094169 
204112 
30  DAT 
133226 
605204 
40  DAT 
133233 
519822 
50  DAT 
144019 
925519 
60  DAT 
050050 
224020 
70  DAI 
225133 
119723 
80  DAT 


A  078 
87906 
80360 
A  169 
15786 
31698 
A  086 
82624 
80320 
A  048 
24416 
21411 
A  008 
16523 
12800 
A  000 
07307 
81332 
A  133 
00013 
71332 
A  006 
19822 
80320 
A  040 
02414 
71692 
A  240 
19822 
72272 
A  056 
05704 
11652 
A  024 
22523 
62080 
A  228 


069032 
806908 
610341 
00715? 
900316 
001332 
165224 
006023 
770650 
053853 
523214 
970022 
006165 
214119 
020241 
133236 
803604 
241332 
225133 
322716 
262080 
165232 
616523 
770650 
049055 
404719 
551972 
183032 
616925 
082302 
854048 
106103 
331600 
169080 
023016 
240241 
133228 


045032 
215505 
041620 
066003 
900115 
240320 
201007 
022402 
730788 
841861 
119600 
302240 
232141 
900223 
441951 
133034 
004904 
281650 
229032 
523204 
140320 
13322? 
520802 
730780 
053041 
822616 
272082 
080006 
519722 
480341 
032077 
409616 
001452 
101224 
909619 
690011 
133224 


33230 

07706 

1190 

24169 

13322 

1200 

24133 

20822 

1210 

34104 

08206 

1220 

66069 

07803 

1230 

32032 

01316 

1240 

49048 

01416 

1258 

14014 

05105 

1260 

18018 

01801 

1270 


101229 
507307 
DATA  0 
040101 
516523 
DATA  2 
224169 
903415 
DATA  0 
173010 
907703 
DATA  0 
082032 
205504 
DATA  0 
006013 
001301 
DATA  0 
051048 
001401 
DATA  0 
014014 
303206 
DATA  1 
018805 
801816 
DATA  1 


13322 
80360 
41861 
22813 
52401 
33160 
00010 
50570 
61085 
21014 
20718 
65078 
06507 
80521 
48032 
01301 
30130 
13013 
83286 
48140 
14160 
01416 
30320 
36138 
03203 
00131 
55 


913303415 
408580570 
834225024 
322416900 
762081491 
000145224 
122513322 
490480320 
883082848 
119288289 
698848320 
868879877 
886803208 
558490480 
063032034 
301301301 
130130130 
007032032 
303203403 
140140140 
032032160 
001400801 
340320320 
013160018 
201701801 
361380320 


730840320 
848832877 

321578688 
883169000 

132010132 
234034155 

652321332 
224032000 

022302240 
032000006 

560510480 
041061034 

061921362 
133235165 

000061652 
000034155 

340061652 
197226288 

321332330 
238198227 

730780360 
197234240 

241690001 
208047169 

001332361 
5056055048032 
49 


0660 

6049 

16 

1692 

7072 

00 

2400 

4144 

36 

0341 

2230 

32 

1988 

8224 

69 

1550 

9053 

89 

0000 

1128 

00 

0320 

8032 

36 

0610 

9255 

37 

1652 

6208 

55 

0650 

9002 

24 

1332 

7230 

01 

1690 


144017 

013323 

65 

824169 

516523 

65 

865066 

603404 

82 

032078 

008508 

50 

032032 

301301 

13 

032032 

203203 

14 

014014 

003415 

32 

0.18018 

801801 

34 


2302360 
0101229 

0011012 
5240151 

0820400 
1041058 

0850/70 
4032073 

0320320 
3160013 

0341550 
2008010 

8148140 
5049048 

0180180 
8018018 


LISTING  3 


CA 
OU 
bl) 

ij 

PR 

1  I 

RD 

I'Y 

TH 
UB 

MV 
KU 
PU 

LM 

BU 


10 

20 

30 

40 

OT 

58 

60 

ta 

70 

NA 

80 

5 

90 

58 

10 

11 

TI 

12 

13 

14 

se 

15 

C-: 

lb 


REM  LO 
REM  BY 
HEM  cc 
REM  CL 

HER  DAS 
REM  CH 
DIM  FN 

KC18592 
f  NS  =  "D 

ME  OF  T 
?  "H(i]i 

ir  NO 

>  THEN 
0  IF  PE 
0  POKE 
fS  GEN 
0  ?  ."H 
8  POKE 
8  ?  :? 
Stand 
8  RESTO 
1 
0  nHS=" 


AOER  FOR  LEOELI.PIC 

STEUEN  GINZBURG 
J  1985.1988  ANTIC  PUBLISHINK 
INES  10-250  MAY  BE  USED  WITH 
IC  LOADERS  IN  THIS  ISSUE. 
ANUt  LIME  70  AS  NECESSARY. > 
St20>. TEMPS t2  0».ARSc93J :DPL=P 
> :POKE  10592.255 
sLEUELl  .PIC"!REM  THIS  IS  THE 
HE  DISK  FILE  TO  BE  CREATED 
SK  or  TDassette?";  SPOKE  764.25 


T  c 
90 
EKC 
764 
ERI 
Y  C 
105 
:  ? 

by  . 
RE 

■•  :R 


PEEKt?64>: 


18  OH  PEEKC764»: 

C!  " 


ANTrC  SOFTWARE  LIBRARY 


7641=18  THEN  FNS= 
.255:GRAPHIC5  0:?  "       AN 
C  BASIC  LOADER" 
HAHLES  JACKSON" 
92.DPL!TRAP  280 
"Creating  ";FNS:?  "...piea 

sREAD  LN!LM=:LM:D1M  AS  cLN>  = 

EAD  ARS 

35 


17 
2, 
18 
wn 
19 
1  : 
20 

nn 

E! 
21 
L 
22 
ss 
23 
24 
26 


e  FOR  X~l  TO  LENCflRSJ  SftP  SJPOKt  75 

2b5 

0  Lt 


e  n 
Nt:x 

B  I 
NV 
••:  t 
0  1 
INE 
0  I 
e  tt 
0  0 
0  P 
0  C 


f1 
T-" 
S  cc 
1  X 
i-  P 
DAT 
Nl> 

y   c 

5!  " 

e  > 
PEN 
OKE 
LOS 


t1- 1 --POSITION  10.10! 
;INT  tLM/10J  ;â– â– > 
,(;i=CHR$cUOL  CARS  ex. 
:GOTO  160 
EEKC195>=5  THEN  ?  â– â–  


A    LINES! 


?    "(Countdo 

X+2>>» :C=L* 

?     !?    "QTOO 
•CANNOT     CREATE    FIL 


<LN+1     THEN    ?     !?    "QTOO    FEU    DATA 
!?    "CANNOT     CREATE    FILE!": END 


NS  =  "Ci"  THEN  ?  â– â–  
press     [RETORNi" 

Ml, 8, 0,FNS 

766. li?  «1; AS; i 
E    ttl:GRAPHICS     0: 


Prepare  ta 


POKE  766.0 

?   "BiDrnfiJiaiiidi'iii^iin 


1000  DATA  2119 

1010  DATA  2551262011990260000010010140 

08  04  000019202604  0204  012000070008000000 

15  5155155155162020000076005 

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00700602100908500825512924  0 


KO 


IZ 


BH 


VP 


QB 


UU 


FR 


OD 


flU 


EU 


UP 


DI 


MZ 


MS 


EX 


RV 


LB 


UE 


HK 


UA 


XB 


VR 


UL 


EM 


MG 


PG 


CG 


AN 


1. 1 


JX 


AU 


36 


1260  DATA  0240001290800060858822538822 

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1548  DATA  0020151300030010020850222550 

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1560  DATA  0850042551292060031940020020 

02194  0062421291940  54  002006000129015002 

255082253002245131212884  080 

OCTOBER  1989 


D5 
lU 
HII 

^^ 

DM 

HR 

IJ 

I.G 

US 

Ull 

Mt 

SH 


1578  DATA  06206 
060031941290020 
131003063255002 
1580  DOrft  21321 
650042650031911 
015002255131245 
1590  DOTA  00600 
911291430671280 
084002064602000 
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63085 


4129 
6219 
2530 
2002 
3014 
0850 
0131 
6360 
1346 
6615 
2986 
8832 
3195 
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0320 
0129 
2902 
2468 
6085 
5266 
6040 
0029 
6368 
2136 
2603 
2966 
2531 
2240 
4506 
1292 
0003 
0400 
0092 
3000 
0313 
0050 
9095 


0660 
4009 
0224 
0601 
3131 
8000 
0631 
0134 
0300 
0020 
1802 
4301 
0838 
5864 
8681 
2520 
1009 
0219 
1290 
3246 
8800 
2550 
5129 
8502 
2408 
6802 
3124 
0021 
2252 
1806 
0068 
8002 
5513 
0020 
0001 
6368 
6030 


0208 
2420 
5130 
2906 
0661 
2864 
2709 
8838 
0083 
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4255 
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8050 
8085 
2825 
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6225 
8846 
3255 
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8218 
5692 
8509 


50042551292 
55002005088 

48028888828 
28004000129 

50042558031 
63255253213 

82551302431 
33213253245 

10000830811 
60828255007 

50080630870 
29005003888 

38000041921 
92033000129 

20022488021 
62080129064 

20430088828 
11866002192 

30888826850 
40002192073 

50092551290 
69255130885 

62551312522 
02065008255 

22551298878 


LISTING  4 


i:v 
uo 

GO 
EU 

IJ 

PR 

UJ 

RD 

PV 

TH 
UB 

MV 
KB 
PU 

LU 

BQ 
VC 

DM 

BK 

MM 


CM 

UQ 

AR 
PU 
AL 

KT 
NL 


IE 


YR 


18  REM  LOADER  FOR  LEUEL2.PIC 

28  REM  BY  STEUEN  GINZBURG 

30  REM  cc>  1965.1988  ANTIC  PUBLISHING 

48  REM  CLINES  10-250  MAY  BE  USED  MITH 

OTHER  BASIC  LOADERS  IN  THIS  ISSUE. 

50  REM  CHANGE  LINE  70  AS  NECESSARY.! 

60    DIM    FNS c20> ,TEMP$c20i . AR$(93> : DPL=P 

EEKC10592I :POKE  10592,255 

70  FNS="DiLEUEL2.PIC":REM  THIS  IS  THE 

NAME  OF  THE  DISK  FILE  TO  BE  CREATED 

88    ?    "BamisK    or    [itassette?";  :POKE    764,25 

5 

98  IF   NOT  CPEEKC764»=18  OR  PEEKt764>= 

56)  THEN  98 

188  IF  PEEKt764J=18  THEN  FNS="C!" 

118  POKE  764,255:GRflPHICS  0:? 

TIC'S  GENERIC  BASIC  LOADER" 

120  ?  ,"BY  CHARLES  JACKSON" 

130  POKE  10592, DPL :TRAP  288 

140  ?  :?  :?  "Creating  ";FNS:? 

se  stand  bu." 

150  RESTORE  :  READ  LN:Ln  =  LN:DIM  A$cLN>: 

C  =  l 

160  ARS  = READ  ARS 

178  FOR  X=l  TO  LEN(AR$>  STEP  3 : POKE  75 

2,255 

180  LM-LM-l! POSITION  10,10:?  "CCountdo 

wn . . .T-";INT<LM^18> ; "> 

190    A$CC,C>=CHR$CUALCAR$(X,X+2>I1 :C=C* 

liNEXT  X:GOTO  160 

208    IF    PEEKtl95>=:5    THEN    ? 


AN 


Plea 


?      :? 


â– QTOO 


•CANNOT    CREATE    FIL 


MANY  DATA  LINES!":' 

E!";END 

218  IF  C<LN+1  THEN  ?  :?  "QTOO  FEM  DATA 

LINES!":?  "CANNOT  CREATE  FILE!":ENO 
228  IF  FNS  =  "C:"  THEN  ?  ••  7    "    Prepare  ca 
ssette,  press  cRETURNi" 
238  OPEN  nl,8,8,FN$ 

248     POKE     766,1:?    nl;A$;:POKE     766,8 
258    CLOSE    »l:  GRAPHICS    8:?    "BraiilSlllilBCiinSIIIH 

1886  DATA  1393 

1818  DATA  2551282011990268088018810140 

00  04  008819282684  82  84012008112085888860 

155155155155162131255895085 

1828  DATA  0168088080850330670360851291 

27082865015000889085833687036085002255 

1290  84  0160000  02  0  84  006885870 

1030  DATA  2550020840150000620840870856 

71255819000003  065003084  82  88880826  84011 


10 


AP 


XH 


AA 


JT 


AO 


LX 


BI 


MJ 


MN 


LN 


EB 


TF 


DO 


UT 


BE 


PZ 


MT 


EG 


PG 


XC 


DO 


OS 


BB 


KG 


AY 


RU 


YI 


PU 


IP 


DL 


ANTIC  SOFTWARE  UBRARY 


888818192082212013192083213 

1848  DATA  1292558196660040850030640260 

00129084  811886818192882212814192883213 

082255891000883085129255092 

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1320  DATA  1330002550000632550060000330 

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255846000003085002255020000 

1340  DATA  8620858228866828850290000826 

85614  8  8668388512925  5621688129  865623800 

37 


EU 


m 


FZ 


GH 


En 


002885 8290001298  85 8 iseeeees 

1350  DATA  0858282558188888828858878218 
22888082895014  015003885  028255017888129 


821882 
1368  D 
130841 
014252 
1370  D 
230001 
085022 
1380  D 
850220 
882255 
1398  D 
292558 
864815 


0850 

ATA 

9201 

0030 

ATA 

2925 

0000 

ATA 

0000 

0200 

ATA 

2188 

8880 


060210 
815015 
800088 
851292 
213805 
301525 
020850 
814008 
308582 
888828 
888029 
812988 
030850 


23000 
00388 
28850 
55821 
19281 
20838 
29088 
88308 
90001 
88822 
88880 
88220 
02255 


12909 
50022 
07080 
19212 
70000 
85002 
00208 
51292 
29085 
00000 
20640 
00003 
00880 


5 

5582 

8220 

9 

0308 

2558 

5 

5502 

0150 

2 

1400 

8880 

0 


01920022 
00002253 

50060800 
20000002 

10001290 
00003085 

00030851 
29000129 


IK 
FN 
KK 
UI 
KP 
FU 


1400 
5500 
0080 
1410 
0225 
0210 
1420 
2101 
0020 
1430 
0308 
0888 
1448 
8012 
8830 
1450 
0309 
0631 


DATA 
90000 
00039 

DATA 
58288 
14800 

DATA 
50888 
85029 

DATA 
50290 
02085 

DATA 
90850 
85002 

DATA 
51292 
29127 


83988 
398828 
128044 

25500 
000020 
003085 

12900 
030850 
000002 

08512 
001298 
822800 

88208 
220080 
255028 

86388 
558218 
815863 


2838 
3801 
0000 
9000 
0502 
1292 
5022 
0225 
0858 
9255 
8501 
0020 
5014 
0308 
0630 
2127 
6312 
0030 


010086 
880608 
030851 
039128 
200000 
550210 
000003 
502000 
140000 
021888 
580008 
850290 
000003 
502900 
021270 
029863 
912782 
95 


88880 

00030 

29 

04400 

20050 

00 

00502 

00020 

03 

12908 

30850 

88 

88512 

81290 

22 

00212 

20630 


30851292 
85002255 

08838850 
29888802 

90001290 
85822000 

50220000 
02255020 

92550210 
85015000 

70140630 
03127029 


BE  PREPARED  FOR  THOSE  ANNUAL  SAVINGS  CHOMPERS 


BUDGETIZER 


Article  on  page  18 


LISTING  1 


Don't  type  the, 
TYPO  II  Codes! 


C^ 


FJ 

ao 

HJ 


H5 

XR 
UZ 
KM 

EG 


NC 
ZX 


NK 


XE 


OA 

OT 
FI 

UI 
VM 
DL 

RA 


TN 
UZ 


BRILLIANT  II. 


Nn 

GM 
GH 
TV 
XM 
IK 
51 

UX 

FL 
DU 
UF 

38 


1  REM  BUDGETIZER. U4  BV  L 
D.  3^22^89 

2  REM  cci  1989,  ANTIC  PUBLISHING  INC 
10  DIM  ARRAVC59,11> , ARRAVSCIJ .DUMMVScl 
6 J ,C AT SC96>, FIELDS C420> , LINES tl32> .PRS 
C20>.TDTAH11>,  HIDES  C1J.BLANKSC72> 

20  DIM  HESERUEtll> iDUMMVS^-Dl'BUDGET.D 

AT":OPEN  «1 , 4 , 0 . "K : " 

30  ?  "B  <1>  DISK  DRIUE  OR  <2>7"; 

40  GET  «l.KiIF  K<49  OR  K>SB  THEN  40 

50  DRIUE=K!DUMMVSC2.2>=CHRSCDRIUE> 'GOS 

Ub  1OO0O:GOTO  100 

90  POKE  783,4:?  "NPRESS  gll[iS»n  TO  CHOO 
5E.  PRESS  raaOODSEl" !  ?  "AFTER  EDITING.  N 
0  CHANGE  UIHOUT" 

91  ?  "RETURN.  PRESS  BBtS  TO  GO  BACK."! 
POKE  703,24sRETURN 

95  POSITION  COL.ROMjGET  ««6  ,  X  !  POSITION 
COL, ROM:?  CHRS cX  +  128* cX < 128n  '  RETURN  = 
REM  CURSOR  ON 

96  POSITION  C0L,R0M:GET  »6 , X : POSITION 
COL,ROU:?  CHRSCX-128»<X>127>> iRETURN  : 
REM  CURSOR  OFF 

100  ?  "SI     â– [otsnasHPjamaicgcesnnsiimB" :  ?    =?  " 

1.  PRINT  BUDGET":?  :?  "2.  EDIT":?  :?  " 

3.  SAUE"!?  :?  "4.  HUIT" 

110  POKE  755,2:P0KE  752.0:?  :?  "CHOOSE 

ONE"; 
120  GET  »«1,K:IF  K<49  OR  K>52  THEN  120 
130  ?  :0N  K-48  GOTO  5000,2000.6000.700 
0 

999  STOP 
2000  REM  EDIT  CATEGORIES 

2010  POKE  755,2:P0KE  752.1:?  "H  » 
«  EDIT  CATEGORIES  **" 

2011  ?    :?   "     ffleeBeeeBBBeBHeee5i":F0R   RO 

H:=3    TO    8:P05ITI0N    4,RaU:?    "HI"  :  POSITION 
20.R0U:?    "[r":NEXT     ROU 

2012  POSITION   4,9:?   •■ffleaBeBeBeHBeeeeBSi 

":GOSUB     90 

2020    CAT=INTCLENCCATSJ/16> :SIZE=15:FN= 

6:C0L=5:R0U=3: ASCII=32: ASCII2=90:IF  CA 

T-0  THEN  2040  .  ^  ..  ^  o 

2030  FOR  N==0  TO  CAT -1  :  POSITION  5,N  +  3!7 

CATS CN»16+1,N«16+15J :NEXT  N 
2040  GOSUD  95:G0SUB  2050:6010  2300 

2050  POKE  764,255  „^,„„„ 

2051  IF  PEEKC53279J=5  THEN  0=1:RETURN 

2052  IF  PEEKc764>=255  THEN  2051 

2058  GET  «»1,K  ^  „ 

2060  IF  PEEKC694>=128  THEN  POKE  694,8: 

2070  IF  PEEKC702><>64  THEN  POKE  702,64 


:K=K-32 
2080  IF 
2090  IF 
2095  IF 


K=155  THEN  U=2:RETURN 

K=27  THEN  0=3:RETUHN 

K=126  AND  C0L>5  THEN  GOSUB  96: 


QE 

BA 

ON 

KL 

Jfl 
RR 

LC 
5F 
DA 

EM 

X5 


DU 

OS 

Efl 

UL 
PE 
BL 

nv 

VK 


so 


UT 

ou 


KT 
HU 
TA 

AI 
BB 
LS 

ML 
EG 


MI 
NA 


C0L=C0L-l:P0SITI0N  COL. ROM:?  "â– ":G0T0 

2050 

2100  IF  K=30  AND  C0L>5  THEN  GOSUB  96:C 

OL=COL-l:GOSUB  95:0010  2050 

2110  IF  K=31  AND  C0L<SIZE*4  THEN  GOSUB 

96: C0L=C0L+1 : GOSUB  95:G0T0  2050 
2120  IF  K=28  AND  R0M>3  THEN  GOSUB  96:R 
0M=R0M-1 :GOSUB  95:G0T0  2050 
2130  IF  K=29  AND  R0H<FN*2  THEN  GOSUB  9 
6:R0U=RDM+l:G0SUB  95:GaT0  2050 
2140  IF  K<ASCII  OR  K>ASCII2  THEN  2050 
2150  POSITION  COL. ROM:?  CHRS cK> : C0L=C0 
L  +  l»cC0L<SIZE  +  4>  :GOSUB  95:G0T0  2050 
2300  Z=R0M-3:aN  U  GOTO  2900.2350,100 
2350  GOSUB  250O:GOTU  2000 
2500  GOSUB  96:P0KE  703.4:?  -H 

riimmfHHBBniBa" :  poke  703.24 

2510  O=0!FOR  N=l  TO  6:P0SITI0N  4.N+2:? 

"H»i"  :  POSITION  5.N  +  2:B  =  0  +  1 
2520  FOR  5=1  TO  15:GET  «6 , X : DUMMVS C5» = 
CHRScXi:NEXT  S:POKE  755,  NOT  cPEEKc755 
»  >»2 

2530  IF  N>CAT  THEN  GOSUB  26eO:G0TO  258 
0 

2540  IF  DUMMYS=CATScB»16-15.a«16-U  TH 
EN  2580 

2550  IF  DUMMVS="  "  THEN 

POKE  755.2:G0SUB  2650:GOTO  2580 
2560  CATS €0*16-15. Q»16-1>=DUMMVS 
2580  POSITION  4,N  +  2:?  "[II":NEXT  N 
2590  RETURN  ^„^„ 

2600  IF  DUMMYS="  "  THEN 

a=U-l :RETURN 

2  618  DUMMVS C16,16>=CHRS  t8J  : CATS CLEN CCA 
TSJ=H>=DUMMYS 

2628  ARRAYS  tCAT»72e  +  l> ="B" : ARRAYS c cCftT 
+  1>«728»="I*"  :  ARRAYS  tCAT«720  +  2 J  =  ARRAYS  c 
CAT»»720  +  2> 

2630  CAT=CAT+l:RETURN 
2650  POKE  703,4:?  "HDELETING  A 
Y  MILL  ALSO  DELETE   ITS  FIELDS  AND  REC 
ORDS.    PRESS  [BSDmrnfilJ  TO  DELETE.  StitS- 
2660  ?  "  TO  ABORT." 
2670  GET  «»1,K 

2680  IF  K=27  THEN  POP  : POP 
4:G0T0  2000 
2690  IF  K0155  THEN  2670 

2730  B  =  0-l:IF  X  =  CAT-1  THEN  CATSCX»»16*1 
J= GOTO  2740 

2735  CATS C0»16*1J=CATS ca»16+17J 

2736  FIELDSCO»70  +  1»=FIELDSCO»7O  +  71»  s FI 

ELDSC351J=: FIELDSC420>= FIELDSC3 

52J=FIELDSC351» 

2738  IF  B  =  5  THEN  ARRAYS c3601> = GOTO 

2750 

274  0    ARRAYS  CO»720  +  1>=ARRAVSCB»»720  +  721> 

OCTOBER  1989 


CATEGOR 


POKE  703,2 


QG 
UZ 
DO 
PV 
UU 

on 

NJ 


PN 
GK 


KD 

MN 
CI 

TO 
DB 

ML 

BO 

RO 

LZ 
XU 

SO 

PF 
BM 
JT 

XP 


TP 


CZ 


MZ 

01 
ER 
OK 
IL 
BV 

FL 


GG 
UE 


UU 


10 
PK 

no 

YH 


UX 
DC 

OG 

on 

RH 
5F 

JC 
US 

un 

HS 
OB 
BS 


2758  ?  "H-iPOKE  783.24! 
2988  GOSUB  96 : IF  Z<CflT 
2918  IF  PEEKtb3279»=5  T 
2928  GOTO  2848 
3888  REn  EDIT  FIELDS 
3818  POKE  755,2:P0KE  75 
»»  EDIT  FIELDS  ♦♦»»•• 

3811  ?  :?  â– â–   aeeBBBeBSI" 
2:P0SITI0N  4,R0U:?  "HI"  •■ 
!?    "[Il-iNEXT    ROM 

3812  7  ••  fflBBBBBBBffl"  :G0 
3828  NF  =  ftSCcCfiTS  CZ»»16  +  1 
E=7:FN=ie:C0L=5:R0U=3!fl 
98SIF  NF=8  THEN  3848 
3838  FOR  N=8  TO  NF-lsPO 
FIELDS «Z«78+N«7+1, Z»78+ 
3848  GOSUB  95:G0SUB  285 
3388  CH0ICE=R0M-3:0N  U 
2888 

3358  GOSUB  3588:G0T0  38 
3588  GOSUB  96:P0KE  783 
Q[:4[!]IBil@@D[S[B"  :  POKE  783.24 
3518  Qr:e:FOR  N  =  l  TO  18: 
?  "Bffl"! POSITION  5.N+2:a 
3528  FOR  S=l  TO  7!GET  « 
HR9CX>:NEXT  S : POKE  755 
>»»2 

3538  IF  DUnnV«=FIELDScZ 
QM?!  THEN  3588 
3548  IF  N>NF  THEN  GOSUB 
3558  IF  Dunnv«=" 
2iG0SUB  3e5e:G0T0  3588 


RETURN 
THEN  3808 
HEN  2918 


2,1!?  ■•!! 

!FOR  R0U=3 
POSITION  1 

SUB  98 

6.  Z»H6  +  16> 

SCII=32!nS 


TO  1 
2.  ROU 


1  !SIZ 

CII2  = 


SITION  5.N+3!? 

N»7  +  7>  !NEXT  N 

8 

GOTO  3988.3358. 


88 

4!?  -m 

POSITION  4 
=  0  +  1 

6.X!DUnnY$ 
NOT  fPEEK 

*78+0»7-6. 

3688  !GOTO 


,  N  +  2  ! 

CS>=C 
C755J 

Z»78  + 

3588 


THEN  POKE  755 


,  ZM78  +  0M7>=DUnnY 
•[|I":NEXT  N 
•■  THEN  0  =  a-liRE 

,zw7e+aw7>=DunnY 


cz+l>»78>=FIELD 
!FIELDScZ«78+64. 


3568  FIELDS  tZ»78  +  n**7-6, 

$ 

3588  POSITION  4, N+2:?  • 

3598  RETURN 

3688  IF  DUnnYS=" 

TURN 

3628  FIELDScz*78+0«7-6- 

*:NF  =  NF  +  l:  CUTS  CZ»*1 6  +  16.  Z»16  +  16>  =CHR*  CN 

F> :RETURN 

3658  FIELDS  cZ»*7e  +  Q»«7-6. 

Scz»78  +  a«7  +  l.  CZ  +  U»»78>  i 

Z*»78  +  78»=" 

3668  fiRRftYSCZ«728  +  a**72-71.  tZ  +  U*728»=fl 

RHflYStZ*72e  +  0«72  +  l,  CZ  +  1»»720>  --nRRnYScZ 

"72  8+64  8. Z»72e+ 720 J =BLflNKS 

3678  NF  =  NF-l:CftTScZ*»16  +  16,Z»16  +  16»=CHR 

SCNFI !a=a-l:RETURN 

3988  GOSUB  96:IF  CHOICE<NF  THEN  4880 

3918  IF  PEEKcb3279>=S  THEN  3918 

3928  GOTO  3848 

4808  REn  EDIT  DATA 

4818  POKE  755.2:P0KE  752,1!?  -ii       » 

»  EDIT  DATA  ««■• 

4811  ?  !?  "   ffleaBBBeB"!FOR  R0U=3  TO  14 

:POSITION  4. ROM:?  "[II"  :  POSITION  11. ROU: 

?  "HI"!  NEXT  ROM 

4012  POSITION  4,15:?  "aeBBBBeffl" : GOSUB 

90 

4015  DATA  JAN.FEB.nAR. APR.nAY. JUN, JUL. 

AUG. SEP. OCT. NOU. DEC 

4816  RESTORE  4815:F0R  R0U=3  TO  14:READ 

DUnnY$:POSITION  12, ROM:?  DUnnYS:NEXT 
ROM 

4828  AR=ZM18+CH0ICE !FOR  N=8  TO  ll:POSI 
TION  5,N+3:?  ABS CARRAY < AR. N> > : NEXT  N 
4838  SIZE=e!FN=12!C0L=5!R0M=3:ASCII=48 
! ASCII2=58 

4848  GOSUB  95!G0SUB  2858 
4300  GOSUB  9e!0N  U  GOTO  4848,4358,3888 

4358  GOSUB  4588:G0T0  4080 

4508  GOSUB  9e!P0KE  783.4:?  "H 

[lJ[:1[!l(BS@@a[Mi]":P0KE    783.24 

4518  FOR  N=l  TO  12:P0SITI0N  4. N+2!?  "B 

B":P05ITI0N  5. N+2 

4528  FOR  5  =  1  TO  6:GET  «»6 .  X  >  DUHMYS  cS»  =C 

HRSCX>:NEXT  S:POKE  755.  NOT  CPEEKC755> 

J«2 

4530  ARR0VCAR,N-1>=UAL cDUnnYSa :POSITIO 

N  4, N  +  2:?  "[I1":NEXT  N 

4540  FOR  N  =  l  TO  11 : IF  ARRAY  CAR , 01 <> OKR 

AYcAR.Ni  THEN  4560 

4550  NEXT  N:RETURN 

4560  POP  :FOR  N  =  0  TO  11 : ARRAY  CAR . N> =AR 

RAY cflR.NiM-l :NEXT  N:RETURN 

5808  REn  PRINT 

5885  TRAP  11288:0PEN  «2,8.8."P:" 

5818  ?  "S  *"t  PRINTING  »»"  :  ?  :? 

5820  ?  "ENTER  TODAY'S  DATE:  "!INPUT  DU 

nMYS:POKE  752,1:? 


OY 
YP 

AK 
YJ 
RF 
BD 


EI 
IC 

TA 

UA 
NL 

SH 


nR 

IZ 
CZ 
CU 

NG 

TR 

IJ 
HN 

UU 

nn 

MX 

su 

UE 

xc 

MT 
PD 

TP 

GX 
JN 

OA 

Nn 

FZ 

NE 

DN 
AT 
KU 
NJ 

En 
no 

MM 

XB 
AU 
LP 

MT 

JA 
UZ 


5030  ?  «2;PRS:?  «2 : ?  tt2 ; MIDES ; "BUDGET 
PRINTED  ";DUMnYS:?  «2 
5048  ?  «2;"  JflN         FED 

nAR         APR         MAY         JUN 
JUL         AUG         SEP"; 
5858  ?  «»2;"         OCT         NOU 
DEC" 

5860  FOR  N=8  TO  CAT-1:?  tt2 ; MIDES ; CATS c 
N*16  +  1.N»»16  +  15» 

5878  NF=ASC CCATS cN«16+16>> ! IF  NF=e  THE 
N  5188 

5080  FOR  5  =  8  TO  NF-1  :  AR  =  N»«18  +  S  :  ?  W2 ;  " 
";FIELDS CAH»7+1. AR«7+7J . :FOR  X=0  TO  11 
:?  <*2;  ABSCARRAY  CAR.  Xi>  .  :NEXT  X:?  tt2 
5090  NEXT  5:NEXT  N 

5108  POKE  783.4!?  "iSI         iaai(i[»iraHBrik'i 
ra"!POKE  783.24:?  »t2;LINES 
5110  TOTALP=0:TOTALN=0:R=O:FOR  X=0  TO 
11 

5128  FOR  N=8  TO  CAT«18 

5138  D=ARRAYCN.X> :IF  D<8  THEN  TOTALN=T 
OTALN+D 

5140  IF  D>8  THEN  TOTALP=TOTALP+D 
5158  NEXT  N:  TOTAL  CX>=T0TALN»»-1  :  R  =  R^TOT 
ALN:T0TALN=8:P0KE  755,  NOT  CPEEKC755J> 

5288  NEXT  X  :  FIXED  =  INT  CTOT  ALP/'12  J  :  PERI  0 

DIC  =  R''12»»-1 

5210  ?  «»2;"FIXED",  !FOR  N  =  8  TO  11:?  «2 ; 

INTcriXEDJ , :NEXT  N:?  «2 

5220  ?  «2; "PERIOD". :FOR  N=8  TO  11:?  «2 

;  T0TALCN>  .  :NEXT  N:?  t»2 

5230  ?  «2;LINES:?  »2 ; "TOTAL" .: FOR  N-B 

TO  11!?  «2;INTCT0TAL CN>+FIXEDJ . :NEX I  N 

!?  «2 

5240  RE5ERUE=0!FOK  N=0  TO  ll!RE5ERUt=H 

ESERUE-TOTALcN>+PERIODTC:HEStRUEcN>:RE 

SERUEiNEXT  N 

5250  X  =  0:FOR  N  =  0  TO  11:IF  RESEHUEcNxX 

THEN  X=RESERUECN1 
5255  NEXT  N 

5260  IF  X<0  THEN  FOR  N=0  TO  11:RESLHUE 
CN>=RESERIIECN1 -X  :NEXT  N 

5278  ?  »2!?  «2;"RE5ERUE". !FOH  N=8  TO  1 
1!?  «2;INT CRESERUECNJJ. :NEXT  N:?  «2 
5280  ?  «2:?  «2;"niN  MONTHLY  INCOnE=";F 

IXED+PERIODIC, ."BALANCE  

"  :  ?  «t2 

5290  ?  «2, .. ."BILLS  DUE 

":?  «t2:?  «»2.  ,  ,  ,"BILL5  OUT       + 

"  !  ?  ««2 

5300  ?  o2, , , ."RESEROE 

" : ?  «2 

5310  ?  ««2.  .  ,  ,"AUAIL  BALANCE   


ANTIC  SOFTWARE  LIBRARY 


5380  ?    M2;CHRSC12>  :CLOSE    tt2:G0T0    100 

6088  REM    SAUE 

6010  POKE  752,1!?  "SS         »«  SAOING  T 

0  DISK  »»" 

6015  DUMMYS="D1:BUDGET.DAT":DUMMYSC2.2 

1=CHRSCDRIUE> 

6020  TRAP  11308:OPEN  tt3 , 8 . 0 . DUMMYS 

6030  PRINT  »«3;CATS:?  ««3  ;  FIELDS  cl.  CAT«7 

8>:?  tt3; ARRAYSCl, CATw728> 

6848  CLOSE  n3 

&058  GOTO  188 

7880  REM  QUIT 

7018  ?  "QDATA  NOT  SAUED.   QUIT?  <Y>'N>" 

7828  GET  ttl.K:IF  K=78  THEN  100 

7030  IF  K089  THEN  7020 

7050  ?  "HBUDGETIZER"!END 

18888  0UTP=PEEKci34>+256»PEEKcl35> : POK 

E  UUTP+18,PEEKCUUTP+2J :POKE  UUTP+ll.PE 

EKcUUTP+3» 

10820  POKE  UUTP*14,224!P0KE  UUTP+15.16 

10030  ARRAYS  cl>="B" : ARRAYS c4  320> ="«": A 

RRAYSC2i=ARRAYS:BLANKS=nRRAYS:FIELDS=A 

RR  A  YS 

10035  LINES clJ="_"i LINES C132»="_": LINE 

S  C2J=L1NES 

10040  OPEN  »6,12,0,"S" 

10045  TRAP  11000:OPEN  tt2  .  4  .  0  ,  DUMnYS 

18858  INPUT  «2;CATS:CAT=INT cLENcCflTSj^ 

16> 

18868    AD  =  ADRCFIELDS1:HI  =  INTCAD''256>:L0 

=AD-H1«256:P0KE    866,7!P0KE    868.L0!P0KE 

fl  fi  9     H  T 
10065    AD=CAT»70!HI=INTCAD^256J :LO=AD-H 
I»256:P0KE     872,L0:P0KE     873. HI 

10070    FIELDScAD>= A  =  U5R  c  ADR  C"hlll    LUrfl 

"J>:GET    «»2.X:IF     X0155     THEN     11100 

39 


ox 


Hn 
uc 

XL 
\)U 

DD 
ES 


leese    flD=ADR(ARRAY$> :HI=INTcflD^25e) : LO 
=AD'HIw256:P0KE    866.7:P0KE    8e8,L0:P0KE 

Q  C  Q    M  T 

10885  ftD  =  CnT»»720!HI  =  INT  cfiD''256J  :LO  =  ftO 

HIw2S6:P0KE  872.L0!P0KE  873. HI 

18098    n  =  USRcADRC"hiB    L.Uf?l">  >:  CLOSE    tt2 

10110    MIDES  =  CHRS  tl4J  :  PH$  =  "BblBRIBHI«KaCI" 

10120  LIMES  m  =••_••:  LINES  tl32 J  ='■-"  :  LINE 

Sc2>=LIMES 

10200  RETURN 

11000  CLOSE  ««2:IF  PEEK  C195»  <>  170  THEN 

11820 


JV 

110 

GN 

110 

RES 

QK 

111 

MIT 

.DA 

BS 

112 

US 

113 

195 

100 

10  CAT=8:G0T0  10110 

20  ?  "MDISK  ERROR  «" ; PEEK C195 J ; " .  P 

S  ANV  KEY.":GET  ttl.K:GOTO  10045 

88  CLOSE  »2:?  "HSOMETHING  IS  MRONG 

H  THE  DATA  FILES.":?  "ERASE  -BUDGET 

T  AND  RESTART. ":END 

00  ?  "IBPRINTER  ERROR.  PRESS  ANV  KEV 

GET  t*l,K:GOTO  100 

00  CLOSE  »«3:?  "PSDISK  ERROR  «";PEEKc 

J;".  PRESS  ANY  KEY.":GET  nl.K-.GOTO 


IMPROVING  A  POWERFUL  BASIC  SPEED-UP  TOOL 

SUPER  BOTTLENECK 


BREAKER 


Article  on  page  25 


LISTING  1 


sn 

JH 
ST 
IF 
BC 
UE 

UA 


GG 

AJ 

HL 
GG 

NG 

ZN 


KL 

SR 

ZU 

ST 
HJ 

NR 
AJ 
IS 
JC 
JX 
UE 
LP 

UU 
SN 


18  REH  BASIC  PROFILER,  PART  1 

20  REM  BY  STAN  LACKEY 

30  REM  XE  UERSION  BY  ERIC  WOODRUFF 

40  REM  <ci  1989,  ANTIC  PUBLISHING 

50  REM 

60  REM  If  reserving  MEMorw,  renove  REM 

on  line  80  and  add  REM  to  line  100. 
70  REM  Don't  drop  nuNber  of  pages  rese 
rved  below  16!  It's  the  Mininun  reserv 
ation  so  as  not  to  cause  probiens. 
88  REM  START=PEEKC186J*256-1B5:P0KE  10 
6.PEEKC106>-16!POKE  74  0,PEEKcl06> 
98  REM  Otherwise,  use  the  following  li 
ne.  Place  the  address  after  "5TAHT=" 
100  5TART=1536 
110  GRAPHICS  0!?  :?  "  Loading  P 

120*FOR  i=START  TO  ST ART +101 = READ  AsPO 
KE  I. A: NEXT  I 

130  DATA  173,254,4,240,95.152,72,173,1 
,211,72.160,0.177.138,133.208,200,177, 
138,48.67.18.24.6.288.105 

140  DATA  0.201,64,176,4,160.0,240,18.2 
01. 128. 176. 4. 160, 1,208. 10. 201. 192. 176, 
4.160.2,208,2.160.3 

150  DATA  41.63.9.64,133,209,152.10,10, 
24, 105, 193, 14 1.1, 211, 160,0, 177. 208, 24, 
185.1.14  5,208.144,14,200 

160  DATA  177.208.105.8.145.208.208,5.1 
69,0.141.254,4.104.141,1,211,104,168,1 
04,64 

170  REM  Set  up  tiwer  interrupt- 
180  HI:=:INT  CST  ART  ^256»:L0  =  S  TART-  cHI»2S6 
> 

190  POKE  528.L0:REM  UTIMHl  UECTOR  LOU 
200  POKE  529.HI!REM  UTIMRl  UECTOR  HI 
210  POKE  53761, 0:REM  UOLUME  TO  ZERO 
220  POKE  53760,255 :REM  FREQ  OF  TMRl 
230  POKE  53769, 255:REM  TURN  ON  TIMERS 
240  POKE  16.193:REM  SET  TMINTl 
Done.  .  .":?  !?  "Next:-:? 


250  ? 

D  the  progran  to  be  Profiled. 

260  ?  !?  "ENTER  ";CHRSC34» 
. LST"; CHRS  C34J  : ? 
270  ?  :?  "HUN" 


!  ? 
i? 


LUA 


'D!PR0FILE2 


LISTING  2 


DK 
GP 


UC 
UT 
UA 


40 


1  REM  BASIC  PROFILER.  PART  II 
XE  REVISION  BY  ERIC  MOODRUFF 
CO  1989,  ANTIC  PUBLISHING 

2  x  =  usRcADRc" ha?iniin[Gi-3Ba[iik^bs i mirrHgBnacaina 
n(at:[an[a[aHnBi«c!3asiis"Hii)Bi«">>  !REM  clear  extr 

A  RAM 

3  POKE  1278,l!REM  START  PROFILING. 

31765  POKE  1278,0.-REM  STOP  PROFILING 

31766  ?  "Done..."!?  :?  "Next:":?  :?  "R 
UN  ";CHRSC34» ;"D!PR0FILE3.BAS";CHRSC34 
I 


LISTING  3 


us 

JH 
LC 
IF 
Eli: 
II 

VR 

SN 


UU 
AU 
HL 
HU 
DZ 
NZ 
EF 
ZU 

NN 

UL 
ZU 
ON 
lU 
UQ 

IE 

BZ 

OF 
AZ 

JR 
ET 
OR 

UU 
GX 
SE 


PART    3 


18  HEM  BASIC  PROFILER, 

20  HEM  DY  STAN  LACKEY 

30  REM  XE  REUISION  BY  ERIC  MOODRUFF 

40  REM  cc)  1989,  ANTIC  PUBLISHING 

58  HEM 

60  POKE  1278,8:GRAPHICS  0:POKE  710.146 

:POKE  712.146 

70  POKE  5S9.0!RESTORE  80:FOR  1=39424  T 

0  39655:READ  A:POKE  I.A:NEXT  I 

80  DATA  104.104,133.223.133,221.184.13 

3,222,133.228.104.104,133,207.173.1.21 

1.133.288.169.8,133,218,133,219 

90  DATA  133,214,133,215.165,218,133,20 

3, 165. 219. 10, 24, 6, 203. 105. 0,201. 64. 176 

.4.160.0,24  8,18,201,128 

180  DATA  176.4,160,1,288,10,201,192,17 

6, 4, 160, 2. 208. 2. 160. 3. 41. 63. 9, 64, 133. 2 

04.152.10.10.24 

110  DATA  105,193.141.1.211,160.1.177.2 

03, 208, 6, 136. 177. 203. 24  0, 93, 200. 177. 20 

3,133.227.197.215.144,84,208 

120  DATA  7.136,177.203,197,214.144,75. 

160.0.177.203.133,22  6,165.219,133.225. 

165.218,133,224.165.208,141,1 

130  DATA  211,165.220.133,285,165,221.1 

33.206. 168,8,17  7,205,197.224.20  8.7.200 

.177.205.197.22  5,240,33,169.4 

140  DATA  24.101.205.133.205.144.2,230, 

206,160.0.169,255,209,205,208,222,200. 

209,2  05,208,217,162,3-181,224 

150  DATA  149,212,202,16,249.165.208.14 

1.1,211.230.218.208.4.230.219.48,3,76. 

38.154.160.3.185.212.0 

160  DATA  145,222,136,16,248,165.222.24 

.105. 4, 133. 222. 144.2,238.223.198,207.2 

40,3, 76,20,154. 96 

170  REM  ANALYSIS  STRING:  4  BYTES  PER  E 

NTHY 

180  REM  LO.  HI  BYTE  OF  COUNTER, 

190  REM  LO.  HI  BYTE  OF  COUNT. 

200  REM 

210    DIM    ANLSH023>  .  YNSdJ 

220    ANLSC1J=CHRSC255» : ANLS cl023> =CHRS c 

255* : ANLSC2l=ANLS 

230    TRAP     230:POKE     559.34:?     "18  Profil 

er    BottienecK    Analysis":?     :? 

240    ?    "How    nanv    bottlenecks    do    uou    wan 

t":?    "to    see     <l-255»"; :INPUT    NUM 

250  IF  NUM<1  OR  NUM>255  THEN  240 

260  ?  :?  "Are  you  sure  CY^N>":INPUT  YN 


•N' 


THEN  260 


270  IF  YNSO 

280  IF  YNSO 

290  ?  : 

will  be 

n  .  "  :  ? 

300  TMIN=INT t CNUM^255>»485>+1!IF  TMIN< 

68  THEN  T5EC=TMIN:TMIN=0:G0T0  320 

310  TSEC  =  TMIN-INT  CTMIN''60>  »60  :  TMIN  =  INT 

<TMIN'60> 

320    ?    "EstiMated    tine     cM:SSi 

:";TSEC 


Y"  AND  YNSO' 

Y"  THEN  230 
During  analysis,  the  screen 
blank  to  speed  up  caicuiatio 


•;TMIN;' 


OCTOBER  1989 


UE 

XR 
GI 

HO 

DS 
IX 
JU 

TR 

on 

CP 
EX 


UT 

IZ 
HE 

JR 

uy 

TU 
NV 
PJ 
BI 
XK 
MH 


338 
E  « 
348 
358 
UMi 
368 
S  C 
378 
388 
398 
,1  + 
488 
418 
int 
428 
438 
T5i 

448 
T", 
458 
468 
»  J  « 
478 
,1  + 
488 
498 
588 
518 
528 
538 
548 


?  !?  ••     «M  PRESS  START  TO  ANALYZ 
(â– â–  

IF  PEEKC53279> <>6  THEN  348 
POKE  559,e:X=USRc39424.nDRcANL$> .N 


POKE    559,34= 

OMPLETE." 
TC=8:F0R    1=1 
POSITION    2. -2. 
CT=ftSCcflNLSc 

3>>»256 
TC=TC+CT:IF 
TRAP    418:?    •< 

er     CS'-PJ  â– â– ;  i  IN 
IF    YNSo-s 
IF    VNS="P"    T 

";TC!LPRINT 

CUML  y." 
IF  VNS="S"  T 
PERCENT". "CU 
C0ri  =  8:F0H  1  = 
LN=ASCCANL$( 

256 
CT=A5C«:ftNLSc 

3>»»»256 
IF  CT=8  THEN 
PCT  =  CT''TC:CU 
V=  tINTc8.S*l 
X=CINTC8.5+1 
IF  VN$="S"  T 
IF  VN*="P"  T 
NEXT     I:POKE 


POKE    752.1!?    "BinNALYSI 

TO  N0nw4  STEP  4 
i?  "TOTAL  CaUNTS:"iTC 
I+2.I+2JJ+ASCCANLSCI+3 

CT08  THEN  NEXT  I 
Report  on  screen  or  pr 
PUT  YNS 

AND  YNS<>"P"  THEN  488 
HEN  LPRINT  "TOTAL  COUN 
LINE". "COUNT". "PERCENT 

HEN  PRINT  "LINE". "COUN 
ML  y." 

1    TO    NUI1W4    STEP    4 
I.UJ+ASC  cANLSci +  1.1  +  1 

I+2.I+2»>+ASC<ANLScl+3 

548 
h=CUM+PCT 

88e8wcumi^iee 
eeeewpcTJj 'i88 

HEN  PRINT  LN.CT.X.Y 
HEN  LPRINT  LN.CT.X.Y 
752.8:END 


LISTING  4 


PX 
JH 
CD 
EU 

IJ 


18  REM  BASIC  LOADER  FOR  PR0FILE2.LST 
28  REtl  BY  STAN  LACKEY 

38  REM  cc»  1985.1988  ANTIC  PUBLISHING 
48  REM  CLINES  18-258  MAY  BE  USED  HITH 
OTHER  BASIC  LOADERS  IN  THIS  ISSUE. 
58  REM  CHANGE  LINE  78  AS  NECESSARY.} 


PR 

UO 

RD 

PY 

TH 
UB 

MY 
KB 
PU 

LU 

BO 
YC 

DM 

BK 

MM 

CM 

UQ 

AR 
PO 
AL 

JH 

n\ 

DU 
PX 


AN 


Plea 


iPOKE  75 
'  (Countdo 


68    DIM    FNSc28>  .  TEMPiSc2BJ  .  AR$c93»  !DPL  =  P 

EEK(18592i iPOKE  10592.255 

78  FNS="D:LINES.LST":REM  THIS  IS  THE  N 

AME  OF  THE  DISK  FILE  TO  BE  CREATED 

88    ?    "HCQiSK    or    [iassette?" ;  :  POKE    764.25 

5 

98  IF   NOT  cPEEKt764»=18  OR  PEEKt764>= 

581  THEN  98 

188  IF  PEEKt764>=18  THEN  FNS=' 

118  POKE  764.255:GRAPHICS  8:? 

TIC'S  GENERIC  BASIC  LOADER" 

128  ?  ."BY  CHARLES  JACKSON" 

138  POKE  18592. DPL:TRAP  288 

148  ?  !?  :?  "Creating  ";FNS!? 

se  stand  bn." 

150  RESTORE  :HEAD  LN:LM=LN:DIM  A$ cLNi : 

C  =  l 

168  ARS=""iREAD  ARS 

178  FOR  X=l  TO  LEN(AR$>  STEP  3i 

2.255 

180  LM=LM-l:POSITION  10.10:? 

wn  .  .  .  T-";  INT  tLM''10>  ;  "> 

198    A$cC.C>=CHRScUALcARScX.X+2>>> :C=C+ 

l:NEXT  X:GOTO  168 

208  IF  PEEKC195}=5  THEN  ?  :?  :?  "HTOO 

MANY  DATA  LINES!":?  "CANNOT  CREATE  FIL 

E!":END 

218    IF    C<LN+1     THEN    ?     :?    "QTOO    FEW    DATA 

LINES!":?    "CANNOT    CREATE    FILE!":END 
228    IF    FNS="C:"    THEN    ?     :?    "    Prepare    ca 
ssette.     press     [RETURN^" 
238    OPEN    <<1.8.8,FN$ 

248    POKE    766.1:?    t<i;A$;:POKE    766.8 
258    CLOSE    Ml:  GRAPHICS    8:?    "â– H[i|[ilB[![ili[s*[llB 

It 

1800    DATA    82 

1610  DATA  0500320888610850830820400658 

688828488341841698831332  85174  881211165 

285010018024185193141881211 

1020  DATA  1688881698641332841521332831 

452032382032082502302  04  01624  61982  05016 

223142001211096034041041058 

1038  DATA  0820698?7e328e7e76e698650820 

32069088084082065032082065077155 


EASIEST  ROUTE  TO  YOUR  DISK  CONTENTS 

QUICK     DlREClORY         ArHcleonpase22 


LISTING  1 


Don't  type  the 
TYPO  II  Codes! 


NS 
SE 
ZH 

AY 
ZA 
PB 

AJ 
UF 

JC 

UP 
CT 

XT 
KT 
FX 
DF 
GA 
LL 
BL 
LF 
GJ 
DM 

LA 


0  REM  SAUE"D:QDIRMAK.BAS" 

10  Din  J$C101 

20  GRAPHICS  0:?  "QuicK  Directors.  bW  M 

atwRat" 

30  ?  "cc>  1989.  Antic  Publishing" 

48  ?  :?  "Get  disK  in  Drive  1  read!^" 

58  ?  "and  press  RETURN  ";:INPUT  JS:?  : 

7 

68  RESTORE 

78  TRAP  80:OPEN  ni . 8 . 0. "D : ODIR"  :  GOTO  9 

0 

88  ?  "Couidn-t  create  D:aDIR.":?  "ERRO 

R  ";PEEKC195» : END 

90  REM  7  «1;"10  "; 

100  7  »»1;"CLR:DIM  AS  C153J  :  AS  cl  .  108*  ="  ; 

CHR$c34> ; 

110  FOR  1=1  TO  100 

120  READ  A:?  ttl;CHRS<A>: 

130  NEXT  I 

140  7  nl;CHRSc343 ;CHR$cl55> ; 

150  REM  7  »1;"20  "; 

160  7  »»1;"AS  cl81.153»=";CHHSc34J  ; 

170  FOR  1=101  TO  153 

180  READ  A:?  ttl;CHR$cAl: 

198  NEXT  I 

208  7  «1;CHRS<34J ;"  :?  " ; CHRS c34» ; "D ir 

Spec  ";CHRSt34>;"; :A=USRcADR(A$>>" 

218  CLOSE  »l 


TT 

HM 
NA 
UZ 
RB 

AH 

TS 
SK 
TY 
GO 
FI 
CR 
US 
SY 
DK 
EK 
MO 
UH 
BO 
BS 
GT 
DU 
YH 
GM 
FD 


220  7  :?  "Done." 

238  ?  "Tr«  E  .".•CHRSc34>  ;"D:QDIR" 

248  7  "to  set  a  quick  director!*" 

250  7  "listing  now!":?  !?  :? 

268  7  :?  "E. ";CHR$ C34I ;"D:ODIR"; CHR$C2 

B>;CHR$c2  8>;CHR$c2e> :END 

278  DATA  184.248.6.178.184.184.282.288 


288 
290 
300 
310 
328 
338 
348 
350 
360 
370 
380 
390 
400 
410 
428 
430 
440 
450 
468 


DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 


251.162 

142.72,3 

32.86.22 

169.4.14 

169.40.1 

162. 80.1 


86.2 
4.15 
3.16 
157. 
162. 
73.3 
40.  1 
3.32 
169. 
169. 
66.3 
80.  1 
228. 


28.1 
7.69 
9.6, 
75.  3 
80.1 
.  169 
57.7 
.86. 
4.14 
40.1 
,32. 
69.  1 
-1 


0.1 
.14 
8.1 
1.6 
41. 
69. 
69. 
.3. 
157 
.  32 
69. 
.4, 
2.3 
228 
1,6 
41, 
86. 
2,  1 


69.11 
2.73, 
69,5, 
9,3,1 
72,3, 
12,15 
3.157 
169.0 
.74.  3 
.86.2 
0,  157 
157.6 
.  169, 
.48.2 
9.3.1 
72.3. 
228.1 
57,66 


,  141, 
3,169 
141.6 
42.68 
32.86 
7.66. 
.66.3 
.157. 
.169. 
28.48 
.68.3 
9.3.1 
5,  157 
5.162 
42.68 
169,  9 
6,281 
.3.76 


66.3 

,63 

6,3 

,3 

,228 

3.  32 

,169 

68 

128 

,55 

.157 

69 

,66 

,8 

,3 

,  141 

,162 

,86 


ANTIC  SOFTWARE  LIBRARY 


41 


LISTING  2 


ISA 

;n 


UEMD: QDIR.neS 
Sti.tt-  ,ttD:aDIR.OBJ 
Sn.»-,ttD:BDIR.COn 

JECT  =   1 

DE   =    OEIJECT 

Set  CODE  equal  to  OBJECT 
to  create  an  object  file 
:  to  be  used  froM  a  BASIC 
;  USR  routine- 
;  Set  CODE  equal  to  COM  to 
;  naKe  a  stand  alone  -COM 
;  file  for  use  with  Sparta 
;  or  any  other  DOS. 


e 
le 

26 

30 

48  OB 

58  CO 

68  CO 

78  ; 

88  ; 

98  ; 

8188 

8118 

8128 

8130 

8148 

0158 

0168 

0170 

8188 

0190 

8200 

8218 

0220 

0230 

0240 

8258 

8268 

8270 

0288 

0290 

8388 

8318 

8328 

8338 

8348 

8358 

8368 

8370 

0380 

8390 

0400 

0418 

8420 

8438 

0448 

8450 

8468 

0470 

8488 

8498 

8588 

8518 

8520 

8530 

8548 

8558 

8568 

8578 

8580 

0590 

8600 

8618 

8628 

8630 

0640 

0650 

8668 

8678 

8688 

0690 

ws> 

0780 

0710 

8728 

er 

8738 

8748 

8758 
8768 
8770 
8780 
0790 
0800  BEGIN 


OuicK  Directory  by  MatwRat 

Ratware  SoftworKS 

(ci  1989>  Antic  Publishing 

A  quicK  and  dirtw  utility 

for  setting  a  coMPiete 

directory  listing  while  in 

Atari  BASIC. 

The  BASIC  progran  ODIRMAK.BAS 

will  create  a  the  files 

Dl: ODIR. 

FroH  BASIC  innediate  node  . 
use  the  coMHand: 

E ."DiQDIR 

The  user  will  be  proMPted  for 
a  directory  specification, 
and  a  DIR  will  be  displayed- 
If  it's  a  SpartaDOS  disk, 
the  directory  will  be  listed 
in  LONG  fornat. 


XCORD  =  $55 
VCORD  =  $54 
SflUnSC  =  $58 
STRING  =  $FC 
FILEBUF  =  $0400 
CIO  =    $E456 
ICCOM  =  $0342 
ICBADR  =  $0344 
ICBLEN  =  $0348 
ICAUXl  =  $834A 
ICAUX2  =  $834B 


COPN  =   3 
CCLOSE  =  12 
CGTXR  =  5 
CPTXR  =  9 
CGBINR  =  7 
CPBINR  =  11 
CDRAU  =  17 
CFILL  =  18 

OPIN  =  4 
OPOUT  =  8 
OPDIR  =  6 


;String  ptr 
;Cas  buffer 
;CALL  OS  HERE 

;connnND  to  cio 

; BUFFER  OR  FNAME 
;BUFFER  LENGTH 
;AUX  BYTE  wl 
;AUX  BYTE  «2 

; COMMAND  OPEN 
;COMMAND  CLOSE 
;GET  TEXT  REC 
;PUT  TEXT  REC 
;GET  BINARY  REC 
;PUT  BINARY  REC 
J  COMMAND  DRAUTO 
; COMMAND  FILL 

OPEN  FOR  INPUT 
OPEN  FOR  OUTPUT 
OPEN  FOR  DIR 


A=USRfADRcBDIR$> . ADR c-Dl s « .«"»> 


aDIR$  holds  the  code  that  foiio 

It  puiis  the  address  of  the 
directory  specification  string 
off  the  stack-  It  allows  the  us 

to  enter  a  file  specification, 
such  as  D2:w-BAS/  which  is  then 

used  for  a  directory  listing- 

-ORG  $3488 
-OPT  OBJ 

-IF  CODE=OBJECT 


8868 

8678 

8888 

0890 

0900 

0910 

0920 

0930 

0940 

0950 

0960 

0970 

8980 

0990 

1088 

1810 

1020 

1030 

1848 

1050 

1868 

1878 

10B0 

1090 

1100 

1110 

1120 

1130 

1140 

1150 

1160 

1170 

1160 

1190 

1200 

1210 

1220 

1230 

1240 

1250 

1268 

1270 

1288 

1298 

1300 

1310 

1320 

1330 

1348 

1358 

1360 

1370 

1388 

1398 

1488 

1410 

1420 

1430 

1440 

1450 

1460 

1470 

1488 

1490 

1500 

1510 

1520 

1530 

1540 

1550 

1560 

1570 

1560 

1590 

1608 

1610 

1620 

1630 

1640 

1650 

1660 


CLEAN 

PLA 
PLA 
DEX 

ONE  CLEAN 
-ENDIF 
GETDRU 

;  Show  only  a 
;  as  a  pronpt 
;  No  roon  for 
LDX  ttO 
LDA 
STA 
STX 
STX 
LDA 
JSR 
Accept 


question  nark 
for  file  spec 
nore  in  the  code 


ttCPBINR 
ICCOM 
ICBLEN 
ICBLEN+1 
«•  ? 
CIO 
the  user 


s  file 


;  spec  i  f  icat  ion  - 
LDA  ttCGTXR 
STA  ICCOM 
LDA  tt  >FILEBUF 
STA  ICBADR+1 
STX  ICBADR 
LDA  <t40 
STA  ICBLEN 
JSR  CIO 
;  FILEBUF  now  contains 
:  the  text  file  spec 
;  to  use  as  a  tenpiate 
;  for  the  directory 
;  I ist  ing  - 
GOTDRU 

»S50 

ttCCLOSE 

ICCOM.X 

CIO 

ttCOPN 

ICCOM, X 

a  >FILEBUF 

ICBADHH>i,x 

»8 

ICBADR. X 

ttUPDIR 

ICAUXl. X 

ttl26 

ICAUX2. X 

CIO 

CLOSEDRU 


LDX 

LDA 

STA 

JSR 

LDA 

STA 

LDA 

STA 

LDA 

STA 

LDA 

STA 

LDA 

STA 

JSR 

BMI 
GETFIL 

LDX 

LDA 

STA 

STA 

LDA 

STA 

LDA 

STA 

LDA 

STA 

JSR 

BMI 

LDX 

LDA 

STA 

STX 

LDA 

STA 

LDA 

STA 

JSR 

BPL  . 
CLOSEDRU 

LDX  M$50 

LDA  nCCLOSE 

STA  ICCOM. X 

JMP  CIO 

-IF  CODE=COM 
»-       S82E8 
-MORD  GETDRU 
-ENDIF 


«S58 

we 

ICBADR, X 

ICBLEN+1. X 

«  >FILEDUF 

ICBADR+l.X 

tt4  0 

ICBLEN. X 

ttCGTXR 

ICCOM. X 

CIO 

CLOSEDRU 

tt0 

t*  >FILEBUF 

ICBADR+1 

ICBADR 

*t40 

ICBLEN 

»CPTXR 

ICCOM 

CIO 

GETFIL 


0610 
8828 
0838 
0848 
8858 

42 


PLA 

8EQ  GETDRU 
Clean  up  unecessary 
paraneters  and  continue 

TAX 


OCTOBER  1989 


Tech  Tips 


XY  COORDINATES  TO  SCREEN  MEMORY 

Tech  Tips  regular  Greg  Vozzo  of  Brightwaters, 
New  York  shows  how  to  convert  X-Y  coordinates 
(such  as  those  used  in  PLOT,  DRAWTO,  etc)  into 
screen  memory  locations  used  by  PEEK  and  POKE. 
Type  RUN  to  start  the  program,  which  will  fill  screen 
memory  (and  thus  the  screen)  with  Os. 

To  RUN  the  second  part  of  the  program,  type 
GOTO  50.  This  POKEs  a  0  into  screen  memory,  con- 
verts the  location  into  X-Y  coordinates,  and  then 
prints  an  A  there.  The  third  section  of  the  program 
is  run  by  typing  GOTO  200.  This  will  print  HELLO 
at  the  designated  X-Y  coordinates  and  then  over- 
write the  word  by  POKEing  Os  into  the  appropriate 
screen  memory  locations. 

^S^  Don't  type  the 
Voi5l  TYPO  II  Codes! 

GK  le   GRAPHICS   esREM  DsnnBfiimiaiMfsi 

UM    28    n  =  PEEKca8J+PEEKt89>»256:REI1    r«aBN|i|liJ 

i[iiriia(irirN[:ir^[^mB[ii9[ii[iii:in 

DX  38  FOR  1=8  TO  959!P0KE  ft+I,16:NEXT  I:R 

E  M  »r^[:im[^@Biiinn[iBriiDiinB(^[sri)t^[3|[i^Hnii[^[ii[iii:<n 

VS    48    END 

EL    50    GRAPHICS    8 : ft=PEEK C88J +PEEK C89 J »256 : 

POKE   A-'-ise.ieiREn  li^maHraBraaijiifiiLiDJBi-iMiiii^r^iiiiH 

LZ    68    Z=48:REM    «    OF    COLUMNS    IN    MODE    8. 
ZL     78     V  =  INT(15e^Z>:REM    D^r^lBtSidlglBBaiBBklli IfitBCJ 
YL    88    X  =  156-cyKZ>:REM    raOOlflfilfflDBIilSliirjlDGniilllE! 
VS     98     FOR     P  =  l     TO    750:  NEXT     P  =  REM    [arilLOHl:* 
HU    188    POSITION    X.Y:?    "fl-iREn    [SJUJIMmiiflBBIbllllB 

[>'|[iUT^ 
NS    lie    END 

SZ  288  GRAPHICS  6 : A=PEEK c88> +PEEK (891 w256 
X-18:  Y  =  10:Z=48:POSITION  X-Vs?  "HELLO" 


<:^ 


Don't  type  the 
TypO  II  Codes! 


EN 
00 
CV 

NZ 
NA 


218  FOR  P=l  TO  75e:NEXT  P 

228     FOR    1  =  8     TO    4:REM    [irii[i!imkiriH[i1ljlBr:iL:4mn[i| 

230  POKE  A* c tY»Z»*X>+I. 16 :NEXT  I = HEM  ■ 

248  END 

2  5  0   REM  oiiJr-i[i(r^iii'i[:ii3((.ir^(-^aBHi]nBij[:ir=iB(=triiiiit-iiiiri(iii;it--i 
BiiJb'eiBiiii^^BriiiinnnaiaB 


FIVE-COLOR  CURSOR  TEXT 

ANTIC  modes  4  and  5  (same  as  Graphics  12  and  13) 
are  special  in  that  they  allow  four  colors  in  a  single  char- 
acter, and  five  on  the  whole  screen.  However,  there  is  no 
cursor 

This  program,  also  by  Greg  Vozzo  of  Brightwaters,  New 
York,  sets  up  a  GRAPHICS  0  screen  and  changes  it  to  a 
mixed  screen  of  ANTIC  modes  2,  4  and  5.  The  character 
set  is  altered  and  the  screen  colors  are  changed.  Finally 
text  is  printed — and  a  cursor  is  present. 

How  did  this  happen?  The  redefined  character  set  al- 
tered the  SPACE  character,  which  occupies  the  whole 
screen,  into  a  solid  block.  This  way,  the  cursor  will  show 
up  in  the  color  assigned  to  location  712  (background) 
when  it  overlays  the  solid  block.  In  addition,  the  now- 
solid  playfield  is  its  own  color,  separate  from  the  back- 
ground, so  a  screen  border  is  possible. 

ANTIC  SOFTWARE  LIBRARY 


GY 
5U 
E5 
GL 
BG 

DU 
HK 

SU 

JD 
ZP 

JR 

OQ 

DM 


5  POKE  106.PEEKC740>-4:REM  RESET  RAMTO 

P  AND  RESERUE  ROOM  FOR  THE  CHR  SET. 

10  GRAPHICS  0 :DL=PEEKc568»+PEEKt561J»2 

56:REM  FIND  TOP  OF  DISPLAY  LIST. 

20  POKE  DL+3,68!REM  SET  LMS  FOR  TOP  MO 

DE  LINE  TO  ANTIC  MODE  4 

30  FOR  I=DL+6  TO  DL+2e:P0KE  I,4:NEXT  I 

:REM  SET  MORE  MODE  LINES. 

40  POKE  DL-^19.5:P0KE  DL  +  20.5:POKE  DL  +  2 

7,65:PaKE  DL«28 , PEEK c56e> : POKE  DL+29,P 

EEKc561>:REM  SET  TMO  ANTIC  5  LINES 

50  REM  AND  DEFINE  THE  BOTTOM  OF  THE  DI 

SPLAY  LIST.  NOU  SET  UP  CHARACTER  SET'- 

100  FOR  1  =  0  TO  1023:POKE  PEEK  C186>  »«256 

+I.PEEKC57344+IJ :NEXT  I : REM  MOUE  ROM  C 

HARACTER  SET  INTO  RAM. 

110  POKE  756,PEEKcie6> :FOR  1=0  TO  7:P0 

KE  PEEK(1063w256+I,255sNEXT  I:REM  ENAB 

LE  CHR.  SET  «  FILL  ALL  "SPACE"  CHR5. 

120  POKE  712.100:POKE  718.148:P0KE  711 

,68:P0KE  789,42:P0KE  708,0:REM  COLORS 

130    ?    "HELLO    BCiaafflmB":  POSITION    2.14  =  ? 

"HELLO":POKE    DL+22,2:?     :?     :?    "BUSHBARR 

[l]UBK[§IVSBT[i]BM[llU[»CURSCQRBAR[ilUNDB" 

140  RESTORE  sFOR  1=1  TO  4:READ  A:FOR  J 

=  PEEKC106>»«256  +  A*»8  TO  PEEK(106>  w25e*A« 

8*7!READ  B:POKE  J,B:NEXT  J:NEXT  I 

158    DATA    40, 255, 187. 187>171> 187.187.18 

7, 255, 37, 255. 171, 191. 171. 191. 191. 171. 2 

55.44.255.191.191.191,191.191.171.255 

160    DATA    47.255,171,187,187,187,187,17 

1.255 


LINE  WIPER 

This  short  program  by  Mark  Perez,  of  Fremont,  Cali- 
fornia produces  an  impressive  "line  wipe"  effect  for  eras- 
ing text  from  the  screen.  Its  secret  lies  in  the  clever  use 
of  the  AT\SCII  character  set  in  WIPElJf  and  WIPE2J!.  Use 
this  routine  to  dress  up  your  own  programs 


t^ 


UR 
AD 

Oft 
UA 

OF 
CU 


PZ 

GZ 
UN 
FU 
HS 


UU 
FP 
DD 


Don't  type  the 
TYPO  II  Codes! 

10    DIM    MSG$(48> .MIPE1$(4> .UIPE25C4) 

2  8    M  S  G  $  =  "BBbimnniaBIII^SE^SQIjnSHBfKaSBQQmaBBbl 

msramBBISHBB" 

30     WIPElS  =  "Lin»":MIPE2S  =  "Bi:i[J    " 

40  POKE  82.0:GRAPHICS  e:POKE  718.0:POK 

E  752.1 

50  FOR  UIPE0N=1  TO  LENcMSGSi 

60  FOR  FX=1  TO  3:PRINT  UIPEIS cFX . FXi ; : 

PRINT  "B";:FOR  D=l  TO  SsNEXT  D:NEXT  FX 


70  PRINT  MSG$(UIPEON,UIPEON> 

TO  5:NEXT  D 

88  NEXT  MIPEON 

180  FOR  UIPE0FF=1 
lie  FOR  FX=1  TO  3 


FOR  D=l 


PRINT 


TO  LEN(MSG$> 

PRINT  HIPE2$(FX,FX> 


FOR  0=1  TO  5:NEXT  D:NEXT  F 


120  PRINT  "  ";  :FOR  D  =  l 
130  NEXT  UIPEOFF 
140  ?  "B"; : GOTO  50 


TO  5!NEXT  0 


Antic  pays  $25  for  every  original  and  exclusive  Tech 
Tip  submission  that  we  publish.  Send  your  8-bit  or  ST 
disk  and  printout  to:  Antic  Tech  Tips,  544  Second 
Street,  San  Francisco,  CA  94107.  Tech  Tips  welcomes 
very  short  programs  that  demonstrate  the  Atari's 
powers,  simple  hardware  modifications,  or  useful 
macros  for  popular  software. 


43 


Antic  Classifieds 


****** 

The  Munich  Atari  XL/XE  Public  Domain 
Association  offers  a  great  number  of  PD-dlsks. 
We  sell  ($2/2S),  change  and  buy  PD-Software 
Free  list.  Write  to:  Florlan  Bechert,  August- 
Foppl-Str.l7,  8,000  Munchen  50,  West- 
Germany(FRG)  (10/89) 

COMPUTER  MUSICIANS  SOURCE  BOOK 

Your  number  one  source  for  all  your  computer 
needs.  For  more  details  write  or  call:  Computer 
Musicians  Cooperative,  3010  N.  Sterling  Ave- 
nue,  Dept.  AT,  Peoria,  IL,  61604  (11/89) 

Your  choice  of  8-bit  PD.  software  on  each  side 
of  every  disk.  Great  selection,  competive 
prices.  Send  SASE  for  catalog.  Dino's  RYO,  664 
W.  Arrow  Hwy,  Suite  197,  San  Dimas,  Calif. 

91773  (10/89) 

For  the  best  in  Atari  Public  Domain  Software 
write  for  your  free  catalog.  8-bit  or  ST.  Good 
Prices  and  Fast  Service.  Vulcan  Software  P.O. 
Box  692,  Manassas,  VA.  22111-0692  (5/90) 

SI  now  features  the  LARGEST  and  BEST  Soft- 
ware Collection  of  any  ATARI  8-Bit  P-D  special- 
ist in  North  America!  Our  SUPERIOR  Theme 
Disks  (300-1-  sides/  over  5,000  different  pro- 
grams!) average  just  $2 — 3  per  packed  D-S  disk. 
Shipping  FREE.  Try  MLX  GAMES'  GREATEST 
HITS  (our  Most  Popular  title)  for  only  S3.00— 
receive  Si's  newest  Catalog  FREE!  Catalog 
alone/$2.00.  SASE  for  Disk  Listings  only  SOFT- 
WARE INFINITY,  642  East  Waring  Avenue,  State 
CoUege,  PA  16801.  (11/89) 

PD  SOFTWARE:  LOW  AS  $1.80/DISK  (most 
disks  D-S)  CHRISTIAN  GAMES-  AGAPE 
GAMES'  disk-  S12.95  (8  BITS  W/48)  SASE  for 
INFO.  Dan  Sharpe  GPO  BOX  911  CHICOPEE 
MA  01020  (11/89) 


****** 
10  disks  with  the  best  P.D.  games  ever  made  for 
the  Atari  8-bit  for  only  $10.00  plus  2.00  S/H. 
Order  NOW!  E.Lopez,  P.O.  Box  6772,  Pico 
Rivera,  CA  90661-6772 

PRINTSHOP  GRAPHICS.  HoUdays  S15.00.  LDS 
Prophets  and  Temples  S15.00.  LDS  Church 
Auxiharies  $15. 00.  120  pictures  each.  Free 
Catalog.  PCS  Software  Box  18574,  Kearns,  UT 

84118.  (10/89) 

BEST  PD  DISKS/PRICES— fastest  service— 
FREE  bonuses— 8-bit/ST.  Automatic  DISK-A- 
MONTH  program.  Full  disks  less  than  $1.50 
each.  Super  sample  disk  with  catalog  $3-50. 
Specify  computer.  PATNOR,  POB  370782,  El 
Paso,  TX  79937 

****** 
CREATE/PRINT  MUSIC  MANUSCRIPT.  48K 

800/XL/XE.  Words  and  music.  WYSIWYG. 
Epson,  Star,  Panasonic  printers,  or  easily  create 
your  own  driver.  Very  high  quality  display  and 
output.  A  SERIOUS  TOOL  for  musicians;  a 
NEAT  TOYfor  music-lovers.  Written  by  an  M.A. 
in  music  $19.95.  30-day  MONEY-BACK  GUAR- 
ANTEE. John  KeUeher,  4400  New  Jersey  Street, 

San  Diego,  CA  92116  (10/89) 

250-f  DS/SD  DISKS  OF  PD  SOFTWARE  FOR 
YOUR  ATARI  8-BIT.  PLEASE  SEND  $3  TO: 
AAPDS  6-18TH  EDGEMORE,  HUTCHINSON, 
KS  67502. 

****** 

Stop  overpaying  for  P.D.  software!!!  ALL  8-bit 
disks  only  $2.00  each,  ST  only  $3.00.  Quan- 
tity discounts,  great  selection.  Specify  com- 
puter. Send  large  SASE:  MWPDS,  890  N. 
Huntington  St.,  Medina,  OH  44256  (10/89) 


****** 

Get  our  free  catalog  of  800/XL/XE  Public 
Domain  and  Freeware!  Choose  from  over  300 
theme  disks,  all  tested  and  guaranteed.  The 
most  descriptive  catalog  available  anywhere. 
Dependable  worldwide  service!  BELLCOM, 
Box  1043-A,  Peterborough,  Ontario,  Canada 
K9J  7A5.(9/89) 

Public  Domain  Software— ST  $4/Disk, 
800/XL/XE  $3/Disk.  Largest  ST  Selection.  The 
Atari  ST  Book  $16.95.  Fast  Service,  Visa/Master- 
card, FREE  catalog — Specify  Computer.  ERE 
Software,  352  W.  Bedford,  Suite  104-A,  Fresno, 
CA  93711.  (800)  347-6760  (1/90) 

Your  choice  of  8-bit  P.D.  software  on  each  side 
of  every  disk.  Great  selection,  competitive 
prices.  Send  SASE  for  catalog.  Dino's  RYO,  664 
W.Arrow  Hwy,  Suite  197,  San  Dimas,  Calif. 
91773.  (10/89) 

New  NERDS  graphics  collections  for  Print 
Shop(R):  MAPS  3  &  4:  China,  Russia,  Africa, 
East— 230  pics:  $15  both.  PD  HOLIDAY 
disks— 200  pics:  $8.00  both.  Rocklnsinias:  120 
pics:  $9.  BIOLOGY  1  &  2:  Animal,  Plant,  Micro, 
more- 230  pics:  $15  both.  Add  $1  P  &  H. 
LSASE  for  printouts.  NERDS,  Loeffler,  18 
Wendy  Dr.,  Farmingville,  NY  11738  (11/89) 

Used  Original  8-bit  commercial  programs.  Lots 
of  goodies  from  SSI,  EA,  AH,  Broderbund  etc. 
.  .  .  $4— $10  each.  Send  SASE  for  list.  Walt 
Huber,  644  E.  Clinton,  Atwater,  CA  95301.    , 

EARN  MONEY— EXCELLENT  EXTRA 
INCOME!  Free  details  send  a  Large  Self- 
addressed  Stamped  Envelope  to:  Computerized 
Data  Ltd.,  Rt  3,  Box  472,  Dept.  A,  Excelsior 
Springs,  MO.  64024  (10/89) 


Advertisers 
Index 

PAGE  NO. 

ALPHA  SYSTEMS 28 

ANTIC 46,47 

AMERICAN  TECHNAVISION BC 

B  &  C  COMPUTERVISION IFC 

COMPUTER  SOFTWARE  SERVICES 17 

MCGRAWHILL 7 

SAN  JOSE  COMPUTERS 30,31 

START 4 

WAACE 12 

This  list  is  provided  as  a  courtesy  to  our  advertisers.  Antic  does  not 
guarantee  accuracy  or  compreliensiveness. 


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On  Sale:  Last  week  of  November 

February  1990 

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Artwork:  November  8 

On  Sale:  Last  week  of  December 


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1  ApriH983:Games— 3-D  Maze,  Voyeur  (NoDisk) 

2  May  1983:  Telecomputing— Microids, 

Tele  Chess  (No  Disk) 

3  June  1983:  Databases— Stargazing, 

Dancin'  Man  (No  Disk) 

4  July  1983:  Adventure  Games — Dragonsmoke, 

Shoot-em-up  Math 

5  August  1983:  Graphics— 3-D  Fuji,  Keystroke 

Artist 

6  September  1983:  Education— P/M  Tutor 

7  October  1983:  Sports  Games — AutoCassette 

8  November  1983:  Sound  &  Music— Air  Raid, 

Casting  Characters 

9  December  1983:  Buyer's  Guide— 

AUTORUN.SYS,  Automate  Player/Missiles 

10  January  1984:  Printers — Pocket  Calendars, 

Screen  Dump 

11  February  1984:  Personal  Finance— TYPO, 

Gauntlet 

12  March  1984:  International  Issue — DiskRead, 

Poker  Solitaire 

13  April  1984:  Games — Risky  Rescue, 

Math  Wizard 

14  May/June  1984:  Exploring  XL  Computers — 

Escape  from  Epsilon,  Scroll  to  the  Top 

15  July  1984:  Communications— AMODEM, 

BASIC  Animation  Secrets 

16  August  1984:  Disk  Drives — Horseplay,  Recall 

17  September  1984:  Computer  Graphics — 

Graphics  Converter,  Olympic  Dash  (no  Magazine) 

18  October  1984:  Computer  Learning— Bouncing 

Ball,  Antic  4/5  Editor/Animator 

19  November  1984:  Computer  Adventures  — 

Adventure  Island,  Advent  X-5 

20  December  1984:  Buyer's  Guide — Infobits, 

Biffdrop 

21  January  1985:  Super  Utilities— TYPO  II, 

DISKIO 

22  February  1985:  Finances — Home  Loan 

Analyzer,  Drum/Bass  Synth 

23  March  1985:  Printers— Kwik  Dump,  Font 

Maker 

24  April  1985:  Computer  Frontiers— Dot  Matrix 

Digitizer,  Speech  Editor 

25  May  1985:  New  Super  Ataris— Son  of  Infobits, 

Arena  Racer 

26  June  1985:  Computer  Arts— View  3-D, 

The  Musician 

27  July  1985:  Computer  Challenges — Miniature 

Golf,  Guess  That  Song 

28  August  1985:  Telecommunications — Atari 

'Toons,  Pro*Term 

29  September  1985:  Power  Programming — 

One-Pass  Disk  Copy  130,  Crickets 


ORDER  # 


ISSUE 


30  October  1985:  Mind  Tools— Graph  3D,  GEM 

Color  Cascade 

31  November  1985:  New  Communications— 

TYPO  II  Double  Feature,  130XE  Memory 
Management 

32  December  1985:  Shoppers  Guide— DISKIO 

Plus,  Box-In 

33  January  1986:  Atari  Products  are  Back- 

Appointment  Calendar,  Dungeon  Master's 
Apprentice 

34  February  1986:  Printer  Power— T-Shirt 

Construction  Set,  Forth  Escapes 

35  March  1986:  Practical  Applications — Lunar 

Lander  Constructor,  Lie  Detector 

36  April  1986:  Computer  Mathematics— Fractal 

Zoom,  3-D  Fractals 

37  May  1986:  4th  Anniversary— Digital 

Gardener,  Molecular  Weight  Calculator 

38  June  1986:  Summer  Computing— Weather 

Wizard,  Bomb  Squad 

39  July  1986:  Computer  Arts— Amazing  Card 

Shuffler,  Graf  con  ST 

40  August  1986:  Online  Communications— 

Ultrafont,  Floppy  Filer 

41  September  1986:  Weather— WEFAX  Decoder 

(8-bit/ST),  BASIC  Tracer 

42  October  1986:  Hard  Disks— Video  Stretch, 

TYPO  ST 

43  November  1986:  Personal  Finance— Budget 

dataBASE,  V-Graph 

44  December  1986:  Shoppers  Guide— Stopper 

Motors,  Nuclear  Waste  Dump 

45  January  1987:  Talking  Atari— Talking 

Typewriter,  Rebound 

46  February  1987:  Word  Processing— SF 

Fogger,  Electric  Charlie! 

47  March  1987:  Dvorak  Keyboard, 

Multi-AUTORUN 

48  April  1987:  —Designer  Labels,  Taxman 

49  May  1987:  5th  Anniversary — A-Rogue,  Poker 

Slot  Machine 

50  June  1987:  Animation— Verbot  Commander, 

Citadel 

51  July  1987:  Print  Anything— Ghost  Writer, 

Your  Net  Worth 

52  August  1987:  Atari  Muscle — Sideways 

Spreadsheet,  Diamond  Dave 

53  September  1987:  Work/Play— Mighty  Mailer, 

Maximillian  B. 

54  October  1987:  Football  Predictor— Antic 

Prompter  (8-bit/ST),  Spelling  Checker  (no  Mag.) 

55  November  1987:  Practical  Applications — 

Critical-Path  Projects,  WYSIWYG  Cassettes 

56  Decemberl987:PrintHoIiday—RS.  Envelope 

Maker,  Antic  Publisher  (no  Magazine) 


American  Techna- Vision 

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Spindle  motor,  belt  etc.  Just  plug  in, 
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ments required. 

$4750 


VISICALC 

SPREADSHEET 


95 


Unleash  the  computing  power  .t  j  ^ 

of  your  8brt  Atari  withVisicalc.  "IQ 

ConTpute  everything  from  home  nici/ 

linances  to  high  powered  finan-  DISK 
cial  prcjections.  Hundreds  of  uses. 


XL  40  PIN  LSI  CHIP  SET 

A  Complete  set  of  40  Pin  Large  Scale 

Integrated  Circuits  for  your  800XL, 

600XL  or  1200XL  computer. 

Greal  for  quick  repairs!  Set 

contains  one  each  of  ttle         (t*  j  /^  r\r  I 

following:  CPU,  GTIA,  q)nUyO| 

ANTIC.  PIA  AND  POKEY.  '^ 


800  4  PIECE  BOARD  SET 

Includes  f^ain  Board,  Power  Supply 
Assembly,  CPU  fvlodule  and  10K 
Revision  B  Operating  System  Module. 
All  boards  are  new,  tested  and  complete 
with  all  components $28.50 

800/400  MODULES 

NEW  PARTS  CCMPLETE  WITH  IC'S 

•  CX853  16K  RAM  (i^oduie  $9.50 

•  800/400  CPU  with  GTIA  .   $8.75 

•  800  10K  "B"  OS  MODULE  $8.75 

•  800  POWER  BOARD  . .  .  .$14.50 
â–   400  POWER  BOARD  ....  $9.50 

INTEGRATED  CIRCUITS 

1050  IC'S 

•  U7  ■  6532   $4.50 
â–   U8  â–   6810    $4.50 

•  U9  -  6507   $4.50 

•  U10  ROM  $19.50 

•  U13    2793  $19.50 

•  U5  LM2917  $8.50 
5713     $5.25 

All  otfier  1050  IC'S 

$3.75  each 
Specify  by  Socket* 


•  0014795 
•C0 14805 

•  C0 12296 

•  C010745 . . 

•  C014377 . 

•  C060472  . 

•  6532 

•  C012399B 

•  C012499B 
•C014599B 
•C0 14806. 

•  C0 10750 . 
•CO10444. 
•CO60302 

•  C021697 

•  C061991 

•  C061598 
â–   C061618 

•  C024947 


$4.50 

$4.50 

.$4.50 

$4.50 

$4.50 

.$4.50 

$4.50 

$4.50 

$4.50 

$4.50 

$4.50 

.$4.50 

.  $8.50 

$9.50 

$15.00 

$15.00 

$20.00 

$24.00 

$15.00 


850 INTTERFACE 
12  Piece  Chip  set. 
Includes  all  plug  in 
IC'S  except  ROM. 
Replacement  fixes 
vast  nnajority  of  850 
failures $19.50 


TOWER  PACKS 

Exact  replacement  trans-  <i^M  A  Rf]  I 

former  for  800/400,  1060  *      Cly'^  I 
810,  1200XL,  850,  and  '  ^ 

XF551  un'as.  Pan  WXl  17945. 

XL/XESUPPLY^__--, 

PowerPC  for  800XL,600XL   $QKU0| 
e.        ^\J 


130XE,  65XE  &  XE  Game. 


THE  BOOKKEEPER 
AND  CX85  KEYPAD 

You  got  both  Atari's  8  bit 
professional  bookkeeping 
system  and  the  handy  CX85 
numeric  keypad  for  one  low      4  DISK 
price.  Packages  Factory  sealed.       SET 


19 


95 


KEYBOARDS 

New  and  complete  subassembly. 
Easy  internal  replacement. 

130XE/65XE  $35.00 

800 $40.00 

800X1 $29.50 

400 $12.50 


REPAIR  MANUALS 

SAMS  Service  Manuals  for  the 
following  units  contain  schematics, 
parts  listings,  latieiied  photographs 
showing  the  location  of 
checkpoints  and  more!  A  special 
section  gives  oscilloscope  and 
logic  probe  readings  allowing  you 
to  narrow  the  malfunction  down  to 
a  specific  chip  or  transistorl 
800,  800XL,  130XE,  400,  1025 

and  1050 $19.50  each 

520ST  Service  Manual.   $37.50 

MISCELLANEOUS 

13  Pin  Serial  I/O  Cable $4.50 

600XL  64K Upgrade  Kit . .  $29.95 
SUPRA  300  Baud  Modem  $29.95 

ACE  Joystick $7.95 

800XL  RF  Modulator $9.50 

1050  Track  Zero  Sensor . . .  $8.50 
2793  1050  Controller  IC  . . .  $19.50 

U.S.  Doubter $29.95 

400  Board  Set  (W/O  Kybd)  $22.95 
Paddle  Controllers  (Pair)  . . .  $9.95 

Rev.  "C"  Basic  ROM $15.00 

Fastchip  for  800/400 $15.50 

Rambo  XL  w/o  RAM  IC's  $39.95 
850  or  PR  lybdem  Cable  . .  $14.50 
850  or  PR  Printer  Cable  . . .  $14.50 

Printer  Interface $43.95 

I/O  13  Pin  PC  connector . . .  $4.50 
I/O  13  Pin  Cable  end  plug  . .  $4.50 
ST  6' Disk  Drive  Cable  .. .  $14.00 
ST  Monitor  Cabte  connector     $5 .50 

1027  INK  ROLLER $6.50 

1030  Modem  Power  Pack . .  $6.95 


CALL  TOLL  FREE 
*â–   1-800-551-9995 

IN  CALIF.  OR  OUTSIDE  U.S. 
CALL  415-352-3787 


CARTRIDGES 

For  XL's'XE's  800/400 

POLE  POSITION  Caitritlge $15.00 

STAR  WARS  -  Return  ol  Iho  Jedi  .  .  $15.00 

PAC-MAN  Cartridge $4.00 

DELUXE  INVADERS  Cartridge $4.00 

JOURNEY  TO  THE  PLANETS  Cart.    $4.00 

GORF  Carl,  800/400  Only $4.00 

DONKEY  KONG  Cartridge $5.00 

STAR  RAIDERS  Cartridge $5.00 

MILLIPEDE  Cartridge $10.00 

PLATTER  MANIA  CirL  by  Epyx  .  .       $9.95 

WIZARD  OF  WORCarHidge $9.95 

CAVERNS  OF  MARS  Cartridge  ,  .      $14.50 

PENGO  CtJIridgo $15.00 

EASTERN  FRONT  Cartridge $15.00 

ATARIWRITER  Cartridge $29.95 

TURMOIL  Cartridge $5.00 

CROSSFIRE  Cartridge $7.50 

SPRINGER  Cartridge $7,50 

ADVENTURE  CREATOR  Cartridge    $12-50 

ZONE  RANGER  Cartridge $12,50 

SILICON  WARRIOR  Cartridge  ,  ,  ,  .  $12,50 
MATH  ENCOUNTER  Carlrldgs,  ,  ,  $12,50 
PILOT  LANGUAGE  PACKAGE  .  .  .  $17,50 
SPARTADOS-X  Cartridge.  ,,  .        $59,95 

ACTION  OS  S  Cartridge $59,95 

ACTION  TOOL  KIT  DISK $25,00 

MAC-65  0,S,S,  Cartridge $59.95 

MAC-65  TOOL  KIT  DISK $25,00 

R-TIME  8  Cartridge $56,95 

SPINNAKER  EDUCATIONALCARTRIDGES 

KINDERCOMP  Cartridge $8,75 

FRACTION  FEVERCartridge...  $8,75 

FACEMAKER  Cartridge $8,75 

ALPHABET  ZOO  Cartridge $8,75 

UP  FOR  GRABS  Cartidge $8,75 

ALF  IN  THE  COLOR  CAVES  CarL  $8,75 

DELTA  DRAWING  Cartridge $875 

STORY  MACHINE  800/400  wily  $8,75 

LINKING  LOGIC  (Fisher-Price)  CarL      $8,75 

HOT  DISK  TITLES 

BEST  SELLERS/ LOW  PRICES 

•  F-15  STRIKE  EAGLE $14.95 

•  TOP  GUNNER  COLLECTION.  .  .  $14  95 

•  SILENT  SERVICE $14,95 

•  KENNEDY  APPROACH $14,95 

â–   VIDEOTITLE  SHOP  (64K) $12,50 

•  CHESSMASTER  20OO $12,50 

•  ALTERNATE  REAUTY  THE  CrrV      $12,50 

â–   ALTERNATE  REAUTY  DUNGEON    $12.50 

•  TOMAHAWK  (64K) $12.50 

•221-BBAKERSTREET(64K) $12.50 

•  MUSIC  STUDIO $12,50 

â– TEMPLE  OF  APSHAI $12,50 

â– BRIDGE  40 $12,50 

â–   HOTEL  ALIEN $12.50 

•  NATO  COMMANDER $14,95 

•  HELLCAT  ACE $9  95 

COMPUTER  BOOKS 

Atari  Playground  Workbook  $5.95 
HackerBook  Tricks  &  Tips   $5.00 

Inside  Atari  Basic ^^ 

Atari  Basic  Ref.  manual.  $5.00 
How  to  Atari  6502  Program  $5.00 
Write  Your  Ovm  Games.  $5.00 
Programmers  Ref.  Guide  $14.95 
Assembly  Language  Guide  $21.95 
XE  Users  Handbook  ....  $21.95 
XL  Users  Handbook  ....  $21.95 
Atari  Basic  Faster  &  Better  $22.95 
Your  Atari  Computer $17.95 

SERIAL  I/O  CABLE 

High  Quality,  13Pin $4.50 

Special ...  3  Cables  for  $10.00 

MAC-65  CARTRIDGE 

6502  Machine  language  Macro- 
Assembler.  First  class  tool  for 
serious  programmers. . .    $59.95 

ATARI  850  INTERFACE 

Bare  PC  Board  with  parts  list  and 
crystal $4.50 

PR:  CONNECTION 

Serial/ Parallel  Interface  for  connecting 
modems  and  printers $65.00 

BASIC  CARTRIDGE 

Exact  replacement  for 
800/400/ 1200XL $15.00 

SUPRA  MODEM 

Supra  300  Baud  Direct  Connect 
Modem  requires  no  separate 
interface.  Includes  cable  and  Disk 
Software.  Supports  X-Modem, 
Download  &  Upload $29.95 


'^Disks-XL'^XE's/800' 

I  F-15  STRIKE  EAGLE  Disk $14,95 

I  TOP  GUNNER  COLLECTION  ,,  ,      $14,95 

I  SILENTSERVICE  Disk $14,95 

I  KENNEDY  APPROACH  Disk $14,95 

I  NATO  COMMANDER  Disk $14,95 

I  S.A,T,  MATH $17.95 

I  S  A.T.  VOCABULARY $17.95 

I  VISICALC  Spreadsheet    $19,95 

1  BOOKKEEPER  &  CX8S  KEYPAD  ,    $19,95 

I  SPIDER  MAN  Disk $4,95 

I  DAVIDS  MIDNIGHT  MAGIC  Disk       $4,95 

I  ALIEN  AMBUSH  Disk $4,95 

1  REAR  GUARD  Disk $4,95 

I  TECHNA-COLOR  DREAM  Disk,  ,  ,     $4,95 

1  FREAKY  FACTORY  Disk $4,95 

LASER  HAWK  Disk $4.95 

I  ROCKET  REPAIRMAN  Disk $4.95 

I  HUMAN  TORCH  STHE  THING,  ,  .     $5.00 

I  MUSICAL  PILOT  Ed.  Disk $5.00 

ICON-PUTATION  Disk $5.00 

I  MASTER  CHESS  Disk $5.00 

I  SPEED  KING  Disk $5.00 

I  LAST  V-8  Disk $5,00 

I  PATHFINDER  Disk $5,00 

I  MATCH  RACER  Disk $5.00 

I  WOMBATS  1  Adventure  Disk $5,00 

I  FAMILY  FINANCE  Disk  t)y  Atari  , ,       $6,50 

FORT  APOCALYPSE  Disk $7.50 

NINJA  Dsk $7.50 

ELECTRA-GUDE  Disk $7.50 

SPORTS  SPECTACULAR  Disk,  ,  ,     $7.50 

I  THE  GAMBLER  Disk $7.50 

I  STRATOS  Disk $7.50 

I  MIND  MAZES  (Educational) $7.50 

I  TIMEWISE $7,50 

I  VI  DEO  VEGAS  Poker  S  Slots $9,95 

I  ACTION  BIKER $9.95 

I  KICK  START $9-95 

MONEY  TOOLS  (Financial  Utility)-  -  $9-95 

DIG  DUG  Disk $9  95 

I  REPTON  Disk $9,95 

I  PUZZLE  PANIC  Disk  by  Epyrr  ,,,  ,     $9,95 

I  CEST'E  LA  VE  Disk $9,95 

I  WOMPER  STOMPER  Disk $9,95 

I  OLIN  EMERALD  (Jr,.  Adv.) $9,95 

I  MOVIE  MAKER  (Graphics) $9,95 

I  FINANCIAL  COOKBOOK $9,95 

I  CYCLE  KNIGHT $9,95 

I  SONG  WRITER $9,95 

I  COUNTINGS  ADDING  wthTink  ,  .     $9,95 

I  CHESSMASTER  2000 $12,50 

I  BRIDGE  4,0 $12,50 

I  PEGAMMON $12.50 

1  MUSIC  STUDIO $12.50 

I  HOTEL  ALIEN $12.50 

I  GHOST  CHASER $12.50 

1  LA.  SWAT $12.50 

I  GRANDMA'S  HOUSE  (Educabonal)  $12.50 

1  DROPZONE  Disk $12.50 

I  CASTLE  WOLFENSTEIN  Disk,  ..  $12,50 
I  BEYOND  CASTLE  WOLFENSTEIN  $12,50 

I  TEMPLE  OF  APSHAI $12.50 

ALI-ANTS  Disk $12,50 

I  MOUSE  QUEST  Disk  (64K) $12,50 

I  ELECTRONIC  DRUMMER  Disk  ,  .     $12.50 

I  STOCK  MARKET  Game $12.50 

I  PIRATES  OF  THE  BARBARY  COAST  $12.50 

I  NICKERBOCKER  Disk $12.50 

1  MIDWAY  BATTLES  War  Game  .  .    $12.50 

I  BOULDER  DASH  Constructitan  Set    $14,95 

MOONMIST  (Inlocom  Adventure)     $14,95 

MIND  SHADOW  Adventure  64K  ,  ,     $14,95 

I  HACKER  Adventure $14,95 

I  SEA  STALKER  Adventure $14.95 

I  STATION  FALL  Adventure $14.95 

1  ZORK  1  Adventure $14.95 

I  INFIDEL  Adventure $14  95 

I  HOLLYWOOD  HIJINKS  Adventure   $14.95 

I  CONFLICT  IN  VIETNAM $14.95 

I  DECISION  IN  THE  DESERT $14.95 

CRUSADE  IN  EUROPE $14.95 

I  SPITFIRE  ACE $14.95 

I  SSI  50  MISSION  CRUSH $14  95 

I  SSI  BATTALION  COMMANDER  -  -  $14,95 

I  SSI  PANZER  GRENADIER 114,95 

I  SSI  FIELD  OF  FIRE $14,95 

I  SSI  GEMSTONE  WARRIOR $14,95 

I  MASTERTYPE  (Typing  Tutor)  ,  ,  ,   $15,00 

I  BANK  STREET  WRITER $17,50 

I  CUT  S  PASTE  W,P,  Disk $17,50 

I  SPARTADOS  CONST,  SET  ...  .     $39,50 

I  SPART ADOS  Tool-Kit $32,95 

I  UK  DATA  PERFECT  Database  . . ,    $CALL 

DATASOFT  DISKS 

I  VIDEOTITLE  SHOP $12.50 

I  ALTERNATE  REALITY  (The  City)  $12.50 
I  ALTERNATE  REAUTYTheDungecn  $12,50 

I  20RR0  Disk    $9,95 

I  SARACEN  Disk $9,95 

I  CROSSCHECK  Disk $9,95 

I  GUNSLINGER  Disk  (64K) $9,95 

{tomahawk  HeJicopter  Game  64K  $12,50 
I  THEATER  EUROPE  War  Game,  ,     $12,50 

I  BRUCE  LEE  Disk $12.50 

I  MERCENARY  Disk $12,50 

I  THE  GOONIES  Disk $12,50 

I  CONAN  Disk $12,50 

I  NEVER  ENDING  STORY  (64K)  ,,  $12,50 
I  221.B  BAKER  STREET  (64K)  ,  ,  ,  $12,50 
I  Napolean  in  Russia  (Borodino  1812)    $12  50 

I  BISMARCK $12,50 

ImOON  SHUTTLE $12,50  , 


AMERICAN  TECHNA-VISION 

I  Mail  Order:  15338  Inverness  St.,  San  Leandro,  Ca.  94579 
Sales  Office:  2098  Pike  Ave.,  San  Leandro,  Ca.  94577 
Terms:  NO  MINIMUM  ORDER.  We  accept  money  orders,  personal  checks  or 
C.O.D.s.  VISA,  Master/Card  okay.  Credit  cards  restricted  to  orders  over  $18.50.  No 
personal  checks  on  C.O.D.  -  Shipping:  $4.00  shipping  and  handling  on  orders  under 
$150.00.  Add  $2.75  for  C.O.D.  orders.  In  Canada  total  $6.00  for  shipping  and 
handling.  Foreign  shipping  extra.  Calif,  residents  include  7%  sales  tax.  All  products 

I  new  and  guaranteed.  All  sales  final.. 

Prices  subject  to  diange  wthrxrt  notice  Send  SASE  tor  Iree  price  list.  Atari  is  a  reg,  frademark  of  Atari  Corp.